Accepted for/Published in: JMIR Formative Research
Date Submitted: Sep 29, 2023
Date Accepted: Oct 9, 2024
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
Assessing the Feasibility and Acceptability of Using Virtual Reality as a Medium for a Remote, Group-Mediated Physical Activity Intervention: A Pilot Randomized Trial
ABSTRACT
Background:
Physical inactivity, combined with aging-related comorbidities, represents a major health concern for the older adult population. Most socially based, at-home physical activity (PA) interventions utilize video conference (VC), email, or telephone communication for program delivery, however evidence suggests these platforms may hinder social connection experienced by users. Recent advancements in virtual reality (VR) suggest it may be a rich platform for social, at-home interventions because it offers legitimate options for intervention delivery and PA.
Objective:
The purpose of the VESPA pilot study is to determine the feasibility and acceptability of virtual reality (VR) in contrast with video conference (VC) as a medium for remote group-mediated behavioral intervention delivery among older adults. The information generated from this investigation will inform the optimal use of VR as a medium for intervention delivery.
Methods:
Nine low-active older adults (66.8±4.8 years) were randomized to a 4-week home-based, group-mediated PA intervention delivered via either VR or VC. Feasibility (i.e., total sessions attended and number of VR accesses outside of scheduled meeting times) and acceptability (i.e., number of participants reporting high levels of nausea and participant feedback on technological tools and program design) are illustrated via descriptive statistics.
Results:
The attendance for group meetings was 98.3% and 95.8% for the VR and VC groups, respectively. Open-ended survey responses regarding VR-use indicated increased experiences of immersion and intrinsic motivation for active games. No participants experienced “severe” VR-related sickness, with a low average sickness rating of 1.56±1.59 out of a possible 27 points.
Conclusions:
These findings suggest VR may be a useful medium for social PA programming in older adults in that it was found to be both feasible and acceptable for use in older adult populations. Importantly, participants consistently navigated to meeting spaces to meet with their groups and behavioral coach and noted very low levels of VR-related sickness, which is promising for the use of the technology in future interventions. Specific modifications for future iterations of similar interventions are provided. Further work using larger samples and longer follow-up durations is needed. Clinical Trial: ClinicalTrails.gov: NCT04756245; https://classic.clinicaltrials.gov/ct2/show/NCT04756245
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