Literature DB >> 32468314

Using a Virtual Reality Serious Game to Assess the Performance of Older Adults with Frailty.

Ioannis Paliokas1, Elias Kalamaras2, Konstantinos Votis2, Stefanos Doumpoulakis2, Eftychia Lakka2, Marina Kotsani3, Anne Freminet3, Athanase Benetos3, Ioannis Ellul4, Marina Polycarpou5, Stelios Zygouris6,7, Vasileios Megalooikonomou8, Dimitrios Tzovaras2.   

Abstract

OBJECTIVES: The comparison of cognitive performance of older adults with frailty and non-frail ones (according to Fried's criteria) was investigated. METHODS/
DESIGN: The differences in performance between people with frailty and individuals without frailty according to Fried were tested using a Virtual Reality (VR) application. The Fried criteria for frailty were used to categorize users into study groups, while standardized batteries were used for a Comprehensive Geriatric Assessment, including Activities of Daily Living (ADL), lifestyle, cognition, and depression screening. A group of 80 elders (78.08 years old in average) played the VR game entitled Virtual Supermarket (VSM). From those, 39 were healthy controls and 30 were categorized as pre-frail and 11 as frail. The VSM application presented users with a virtual shopping experience where users had to locate and purchase items displayed in a shopping list. This application was designed to test player's ability to reproduce a typical customer behavior in a simulated environment which requires spatial orientation, short-term memory, selective attention, and cognition speed. The performance, duration, and error rate were used as measurements.
RESULTS: The analysis showed that there was a statistically significant difference in game performance between the different user groups with X2 (2) = 9.929, p = 0.007. Moreover, the multinomial logistic regression model generated, which based on game performance metrics, was found to be statistically significant with X2 (4) = 15.662, p = 0.004.
CONCLUSIONS: Results shed more light toward the possible use of VR for distant self-administered evaluation of the frail status.

Entities:  

Keywords:  Frailty; Older adults; Screening; Serious games; Virtual Reality

Mesh:

Year:  2020        PMID: 32468314     DOI: 10.1007/978-3-030-32637-1_13

Source DB:  PubMed          Journal:  Adv Exp Med Biol        ISSN: 0065-2598            Impact factor:   2.622


  3 in total

1.  Usability of the Virtual Supermarket Test for Older Adults with and without Cognitive Impairment.

Authors:  Stelios Zygouris; Sofia Segkouli; Andreas Triantafyllidis; Dimitrios Giakoumis; Magdalini Tsolaki; Konstantinos Votis; Dimitrios Tzovaras
Journal:  J Alzheimers Dis Rep       Date:  2022-05-13

2.  Prediction of Disorientation by Accelerometric and Gait Features in Young and Older Adults Navigating in a Virtually Enriched Environment.

Authors:  Stefan J Teipel; Chimezie O Amaefule; Stefan Lüdtke; Doreen Görß; Sofia Faraza; Sven Bruhn; Thomas Kirste
Journal:  Front Psychol       Date:  2022-04-25

Review 3.  Effects of Serious Games on Depression in Older Adults: Systematic Review and Meta-analysis of Randomized Controlled Trials.

Authors:  Yesol Kim; Soomin Hong; Mona Choi
Journal:  J Med Internet Res       Date:  2022-09-06       Impact factor: 7.076

  3 in total

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