| Literature DB >> 34925115 |
Meara H Faw1, Taylor Buley1, Laura Healey Malinin2.
Abstract
This co-design study examined salutogenic potential of mobile virtual reality (VR) experiences as an alternative to participation in a community-based symphonic engagement program (B Sharp), previously found to benefit people with dementia (PWD) and their informal caregivers. Six focus groups were conducted with sixteen adults aged 76-90; three participants had dementia, and two were informal spousal caregivers. No participants had prior VR experience. The study assessed the feasibility of replicating the community-based-arts program in VR, with the goal of enhancing its salutogenic qualities (e.g., positive distraction, engagement, and social connection). Video-recordings of participants while using a mobile head-mounted display (HMD) were analyzed using qualitative thematic analysis to compare perceptions of different virtual experiences, including replication or enhancement of B Sharp and a campus tour. Findings suggest participants had positive perceptions of enhanced VR experiences with no adverse effects, although PWD were less enthusiastic and HMD usability was complicated by eyewear use and comfort with technology. Participants reacted most favorably to the enhanced symphonic experience, where they were "virtually" onstage during the performance, suggesting unique experiences beyond what is possible in the real world have the greatest potential for deep immersion for older adults. Results suggest VR has strong potential to replicate and enhance salutogenic qualities of community-based programming by enabling greater access to experiences for older adults and by increasing enjoyment and engagement through experiences not otherwise feasible. Furthermore, this study illuminates advantages of a user-centered, co-design approach when developing VR experiences with community partners and older adults.Entities:
Keywords: Alzheimer’s disease; dementia; healthy aging; psychosocial intervention; salutogenic design; virtual reality
Year: 2021 PMID: 34925115 PMCID: PMC8674500 DOI: 10.3389/fpsyg.2021.541656
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Focus group participant information.
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| Focus group 1 (59:26) | Private meeting room at an independent living center | Fred (PWD), Anne (CP), Robert (PWD), Peggy (CP), and Ken | Replication symphony campus tour |
| Focus group 2 (51:12) | Private meeting room at an independent living center | Sheila, Evelyn, and Gene | Replication symphony campus tour |
| Focus group 3 (41:43) | Private meeting room at an independent living center | Margaret, Leann, and June (PWD) | Replication symphony campus tour |
| Focus group 4 (46:58) | Participant Leann’s private residence | Leann and Betty | Enhanced symphony campus tour |
| Focus group 5 (38:58) | Private meeting room at a local senior center | Carl and Hal | Enhanced symphony campus tour |
| Focus group 6 (55:54) | Private meeting room at a local senior center | Darla and Nora | Enhanced symphony campus tour |
Virtual reality experience descriptions.
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| Replication symphony experience | To examine whether a VR experience | This experience featured an audience-viewpoint intended to |
| Enhanced symphony experience | To examine whether a VR experience | This 360° video was recorded on stage directly in front of the conductor, intending to |
| Enhanced campus tour experience | To examine whether a VR experience that was more active (i.e., moving around campus) and featured enhanced experiences (i.e., flying across campus and hovering above buildings) would be immersive and enjoyable. This experience also helped the researcher evaluate if participants would experience adverse effects from a more active VR experience (such as motion sickness). It also prompted participants to consider the types of enhancements they might enjoy in VR | The campus tour was an 8-min video featuring many activities across a local college campus. It included VR enhancements that people would not typically experience in real life, such as riding a golf cart through campus areas and flying above campus. It also featured more interactive activities, such as throwing confetti at a graduation celebration |
Focus group protocol and sample questions.
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| Pre-engagement | Inform participants about the goals and purpose of the research; obtain informed consent Assess participant familiarity and comfort with VR Introduce the headset and have participants try it on Gather initial impressions of the headset | How would you describe your comfort level with technology? When your hear the term “virtual reality”, what comes to mind? Have you ever tried VR before? What do you think about this headset? What do you notice about it? How did the headset feel? |
| Post-symphony VR experience questions | Assess participant responses to the VR experience Evaluate for positive/negative outcomes from engaging in the VR experience | How was your experience? What do you most remember about your VR experience? What did you like about it? What did you dislike about it? Did you feel immersed in the environment? |
| Post-campus tour VR experience questions | Assess participant responses to the VR experience Evaluate for positive/negative outcomes from engaging in the VR experience Compare participant perceptions of the symphony versus the tour experience | How was your experience? What do you most remember about your VR experience? What did you like about it? What did you dislike? Did you feel immersed in the environment? |
| De-brief questions | Evaluate participants’ overall impressions of VR Assess interest in future VR experiences | Did you enjoy this experience? Is this something you would want to do again? Would you feel comfortable using VR on your own? What about with training? Do you think others would enjoy this experience? If we were to design future VR experiences, what would you like for us to do? |
Summary of research findings.
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| RQ1: How do older adults, including PWD and CPs, perceive simulated and enhanced VR experiences? | Participants perceived |
| RQ2: To what extent do participants perceive salutogenic design qualities (e.g., sense of “being away”, social connection, and/or enjoyment) in the simulated versus enhanced VR experiences? | With enhanced experiences, participants reported escaping or feeling immersed in a new environment (e.g., Hal talked about “going away” to the symphony when experiencing the enhanced symphony VR environment). Participants also felt more connected to musicians and the conductor in the enhanced symphony, and they reported more enjoyment in the enhanced experiences |
| RQ3: Do perceptions and experiences of PWD differ from other participants? | PWD reported lower levels of immersion and engagement with the VR experiences. They also experienced greater technology challenges when compared with other participants |
| RQ4: What desires and expectations do older adults have for future VR experiences? | Participants desired enhanced experiences. They specifically asked for opportunities to engage in activities no longer available to them (like travel or outdoor recreation). They also saw VR as a potential avenue for connecting with friends and family across distance |