| Literature DB >> 35700014 |
Samira Mehrabi1, John E Muñoz2, Aysha Basharat1, Jennifer Boger2,3, Shi Cao2, Michael Barnett-Cowan1, Laura E Middleton1,3.
Abstract
BACKGROUND: Despite the proven benefits of exercise in older adults, challenges such as access and motivation can deter their engagement. Interactive virtual reality (VR) games combined with exercise (exergames) are a plausible strategy to encourage physical activity among this population. However, there has been little research on the feasibility, acceptability, and potential benefits of deploying at-home VR exergames among community-dwelling older adults.Entities:
Keywords: COVID-19; cognition; community-dwelling older adults; exergames; feasibility; mood; perception; physical activity; pilot protocol; virtual reality; well-being
Year: 2022 PMID: 35700014 PMCID: PMC9237784 DOI: 10.2196/32955
Source DB: PubMed Journal: JMIR Res Protoc ISSN: 1929-0748
Figure 1Screenshots of the Seas The Day exergame showing the tropical virtual environment and some of the activities.
Figure 2Participants playing the Seas The Day exergame using Oculus Quest 2 (Facebook Reality Labs).
Summary of outcome measures and instruments.
| Outcome measures | Instrument | |
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| Background and demographic data |
Demographic questionnaire MoCAa GDS-15b GAQc |
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| Feasibility, usability, and accessibility of at-home VRd exergaming |
Self-reported physical (eg, motion sickness, vertigo, or nausea) or emotional (eg, fear or anxiety) discomfort Ad hoc usability and game user experience questionnaire Perceived enjoyment Exergaming session adherence rate Informal notes and reports Semistructured focus groups or interviews |
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| Feasibility of the study protocol |
Consent and recruitment rate Attrition and retention rate Activity log Rate of missing data Semistructured focus groups or interviews |
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| Physical activity level |
PASEe RPEf |
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| Executive function |
Modified flanker task OTMTg (part A and B) VFh (animal naming) |
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| Multisensory integration and temporal perception |
RTi task SJj task SIFIk TOJl task |
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| Affect |
PAASm |
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| Exercise self-efficacy |
Bandura exercise self-efficacy scale |
aMoCA: Montreal Cognitive Assessment.
bGDS-15: Geriatric Depression Scale-15.
cGAQ: Get Active Questionnaire.
dVR: virtual reality.
ePASE: Physical Activity Scale for the Elderly.
fRPE: rate of perceived exertion.
gOTMT: Oral Trail Making Test.
hVF: verbal fluency.
iRT: response time.
jSJ: simultaneity judgment.
kSIFI: sound-induced flash illusion.
lTOJ: temporal-order judgment.
mPAAS: Physical Activity Affect Scale.
Summary of the study timeline.
| Outcome measure and instrument | Time points | ||||||||||||||||||||
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| Baseline | Week 1 | Week 2 | Week 3 | Week 4 | Week 5 | Week 6 | Follow-up | |||||||||||||
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| Before | After | Before | After | Before | After | Before | After | Before | After | Before | After |
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| Demographic questionnaire | ✓ |
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| MoCAa | ✓ |
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| GDS-15b | ✓ |
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| GAQc | ✓ |
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| OTMTd (A and B) | ✓ | ✓ | ✓ |
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| ✓ | ✓ |
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| VFe | ✓ | ✓ | ✓ |
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| ✓ | ✓ |
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| Modified flanker task | ✓ | ✓ | ✓ |
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| ✓ | ✓ |
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| SIFIf task | ✓ |
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| ✓ | ✓ |
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| ✓ | ✓ | ✓ | ||||||
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| SJg task | ✓ |
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| TOJh task | ✓ |
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| ✓ | ||||||
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| RTi task | ✓ | ✓ | ✓ |
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| ✓ | ✓ |
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| PAASj | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||
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| PASEk | ✓ |
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| ✓ | ||||||
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| Exercise self-efficacy | ✓ |
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| ✓ |
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| ✓ |
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| RPEl |
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| ✓ |
| ✓ |
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| Perceived enjoyment |
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| ✓ |
| ✓ |
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| Usability and game user experience questionnaire |
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aMoCA: Montreal Cognitive Assessment.
bGDS-15: Geriatric Depression Scale-15.
cGAQ: Get Active Questionnaire.
dOTMT: Oral Trail Making Test (part A and B).
eVF: verbal fluency (animal naming).
fSIFI: sound-induced flash illusion.
gSJ: simultaneity judgment.
hTOJ: temporal-order judgment.
iRT: response time.
jPAAS: Physical Activity Affect Scale.
kPASE: Physical Activity Scale for the Elderly.
lRPE: rate of perceived exertion.