| Literature DB >> 32478662 |
Gordana Dermody1, Lisa Whitehead1, Graham Wilson2, Courtney Glass1.
Abstract
BACKGROUND: Virtual reality (VR) delivered through immersive headsets creates an opportunity to deliver interventions to improve physical, mental, and psychosocial health outcomes. VR app studies with older adults have primarily focused on rehabilitation and physical function including gait, balance, fall prevention, pain management, and cognition. Several systematic reviews have previously been conducted, but much of the extant literature is focused on rehabilitation or other institutional settings, and little is known about the effectiveness of VR apps using immersive headsets to target health outcomes among community-dwelling older adults.Entities:
Keywords: aged; aged, 80 and over; independent living; outcome assessment, health care; systematic review; virtual reality
Mesh:
Year: 2020 PMID: 32478662 PMCID: PMC7296414 DOI: 10.2196/17331
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Details of study design, virtual reality therapy, and health outcomes.
| Study | Study design | Sample size | Sample characteristics | Virtual reality application | Virtual reality exposure | Outcomes assessed | Outcomes measured |
| Benham [ | Mixed methods exploratory study | 12 | 8 female, 4 male, majority of the sample were white, majority had exposure to technology weekly, 8 participants had musculoskeletal pain, and 4 had neurological pain | The immersive VRa system utilized the HTCb Vive HMDc with 2 hand controllers. A variety of games could be played, although those using movements or standing were excluded for safety reasons. Popular games included interactions with animals, music, and travel. Used range of commercially available VR apps | Participants completed 12 VR sessions over a 6-week period. These ranged from 15 to 45 min long. | Pain management, QoLd, depression, overall physical health, overall psychological health, and social life | Patient-reported outcomes, measurement information system, Item Bank v. 1.0–emotional distress–depression, World Health Organization Quality of Life Scale Brief Version (assessing overall health, physical, psychological, and social health), numeric pain rating scale |
| Gago [ | Quasi-experimental | 39 | 20 participants with ADe (11 fallers and 9 nonfallers) and 19 control participants. Groups were equally matched for demographic and anthropometric data. | Immersive Oculus Rift VR headset showed a view as if the person was standing at the top of a staircase. The perspective in the headset was shifted forward down the stairs to mimic the displacement during a fall. Used the commercially released “Tuscan Villa” demo from Unity, which is no longer available | One session with a total of five 10-second trials per subject, with each trial involving 1 shift in perspective down the stairs (approximate distance of 1.17 m) | Posture and falls in AD | Kinematic and time-frequency distribution sensor data to assess posture and falls |
| Levy [ | RCTf | 16 | 10 women and 6 men, randomly assigned to a treatment (6 women and 3 men) and control (4 women and 3 men) group. Their fear of falling developed after falling themselves. | Immersive V8 VR HMD was used with wireless mouse for exposure therapy, followed by the use of serious games. Participants were asked to walk during the VR exposure in different settings on different difficulty levels (city, castle, island, and underground). A 3-dimensional electromagnetic sensor was fixed to the helmet to measure head and body motion during walking periods. Used bespoke research software. | 12 weekly sessions lasting 40 min (VR exposure=15 min) | Falls, depression, anxiety, and social life impact from functional impairment | Fear of falling measure, Beck depression inventory, Spielberger state-trait anxiety inventory, and Sheehan disability scale |
| Optale [ | RCT | 36 | 24 female and 12 male; from local rest-care home | Compare face-to-face music therapy (control) with VR therapy that includes the music from control condition. Custom virtual environments including outdoor areas with paths, childhood homes, or modern city. Navigated using joystick and viewed through motion-tracked V6 headset. User navigates through the environment and views video clips at certain points. Music plays during the experience. Used bespoke research software. | The experimental group completed 6 months of VR memory training. 3 VR sessions every fortnight within the first 3 months. During the next 3-month booster training phase, there was 1 weekly VR session. VR sessions lasted approximately 15 min. | General cognitive ability and memory, depression, and daily living | General cognitive abilities were assessed using the mini-mental state examination and mental status in neurology tests; the digital span test assessed short-term verbal memory abilities; verbal story recall test assessed long-term verbal memory; phonemic verbal fluency test, dual task performance test, and cognitive estimation test were used to assess executive function; clock drawing test assessed visuospatial processing; activities of daily living functions and mobility and the instrumental activities of daily living assessed daily living activities; the geriatric depression scale assessed depression. |
| Parijat [ | RCT | 24 | 12 male and 12 female; 12 control and 12 experimental; closely age matched (±4 years); closely matched for physical characteristics. | Participants viewed a custom city-street VR environment that moved as if the person was walking, through an immersive motion-tracked Sony headset. The visual scene showed that the person was slipping, to induce slip recovery behavior. Used bespoke research software. | One session of VR exposure of 45 to 55 min, with pre- and postslip training and assessments in separate sessions. | Falls | Kinematic and kinetic data were filtered before angular kinematics and muscle activations were assessed at 5-min time intervals. |
| White [ | Case study | 1 | 74-year-old male living at home with his wife. Diagnosed with mild cognitive impairment with probable development of AD. Scored 24/30 on Montreal Cognitive Assessment. | Bespoke 3-story virtual building that is navigated via a wheelchair in a 2-dimensional physical space and viewed through oculus Rift DK2. Virtual elevators move the user between floors. Task involves moving to the correct window of 12 in the building. Used bespoke research software. | 3×45-min training sessions per week for 7 weeks | Cognitive ability in AD | Cognitive ability and spatial trajectories were assessed |
aVR: virtual reality.
bHTC: high-tech computer.
cHMD: head-mounted display.
dQoL: quality of life.
eAD: Alzheimer disease.
fRCT: randomized controlled trial.
Summary of findings table.
| Outcomes assessed; study | Key findings | Grading of recommendations, assessment, development, and evaluationa |
| Pain management; Benham [ | Between presession 1 and postsession 12 VRb sessions, there were significant improvements in pain scores with a large effect size (−1.54, 95% CI −2.50 to −0.58; | Moderate |
| Quality of life; Benham [ | WHOQOL-BREFc did not find any significant differences over 6 weeks of VR therapy on overall health (−0.06, 95% CI −0.91 to 0.78; | Moderate |
| Posture; Gago [ | The ADd faller group had a higher power regarding use of mechanical properties of oscillation for postural adjustments compared with the control group, alluding to worse postural stability in this group (−4 to 0s: | Moderate |
| Falls; Gago [ | The AD fallers groups had a delayed reaction time for changes in power compared with the control group, with a change in power seen only in the last interval (0 to 4s vs 4 to 8s; LBe
| Moderate |
| Falls; Levy [ | There were statistically significant differences between the 2 groups for fear of falling scores. Fear of falling scores over the 12 weeks reduced by 2.78 (SD 4.82) in the VR group and increased by 4.14 (SD 4.30) in the control group ( | Moderate |
| Falls; Parijat [ | VR training led to significantly better balance on slippery surfaces with VR therapy reducing slip distance (slip distance 1: | Moderate |
| Memory and cognitive function; Optale [ | Combining music therapy with exploration of spatial and personally relevant environments in VR led to improved memory ( | Low |
| Memory and cognitive function; White [ | Navigation errors reduced during VR training, but there may be no strong positive effect on overall cognitive ability. | Low |
| Disability; Levy [ | There were no significant differences in social life ( | Moderate |
| Daily living; Optale [ | There were no significant differences of VR therapy on daily living tasks (Activities of Daily living 2,58=1.5, | Moderate |
| Anxiety; Levy [ | There were statistically significant differences between the 2 groups’ mean state anxiety scores. The mean state anxiety score reduced by 8.86 (SD 14.46) in the VR group and increased by 9.80 (4.66) in the control group ( | Moderate |
| Depression; Benham [ | There were no significant differences in PROMISh scores (0.29, 95% CI −1.14 to 0.56; | Moderate |
| Depression; Levy [ | There were no significant differences in Beck Depression Inventory scores between the VR and control groups ( | Moderate |
| Depression; Optale [ | The participants receiving VR therapy had a reduced depression value on the Geriatric Depression Scale after the initial VR session ( | Moderate |
aGRADE assessment reported per outcome, not per study.
bVR: virtual reality.
cWHOQOL-BREF: World Health Organization Quality of Life Scale Brief Version.
dAD: Alzheimer disease.
eLB: low-frequency band within kinematic time-frequency analysis.
fHB: high-frequency band within kinematic time-frequency analysis.
gMMSE: mini-mental state examination.
hPROMIS: patient-reported outcomes measurement information system.