Accepted for/Published in: JMIR Research Protocols
Date Submitted: Oct 1, 2023
Date Accepted: Feb 20, 2024
The effectiveness of virtual reality-based training on cognitive, social, and physical functioning in high-functioning seniors: A two-arm parallel-group randomized study (CoSoPhy FX)
ABSTRACT
Background:
Virtual reality (VR) has emerged as a promising technology for enhancing the health care of older individuals, particularly in the domains of cognition, physical activity, and social engagement. However, existing VR products and services have limited availability and affordability; there is hence a need for a scientifically-validated and personalized VR service to be used by seniors in their homes, which can improve their overall physical, cognitive and social well-being.
Objective:
The main purpose of this study was to analyze the effects of a VR-based Digital Therapeutics app on the cognitive, social, and physical performance abilities of healthy (high-functioning) seniors. This paper presents the study protocol and the results from the recruitment phase.
Methods:
A group of 188 healthy seniors aged 65-85 years, recruited at the Medical University of Lodz (Poland), were randomly allocated to the experimental group (VR dual-task training program) or to the control group (using a VR headset app showing nature videos). Three cognitive exercises were performed in various 360-degree nature environments delivered via a VR head-mounted display (HMD); the participants listened to their preferred music genre. Each patient received three 12-minute sessions per week for a 12-week period, totaling a minimum of 36 sessions per participant. Attention and working memory (CNS-Vital Signs computerized cognitive battery) were used as primary outcomes, while other cognitive domains in the CNS-VS battery, quality of life (WHO-5 Well-Being Index), health-related quality of life (EQ-5D-5L) and anxiety (GAD-7) were the secondary outcomes. The group-by-time interaction was determined using linear mixed models with participantsâ individual slopes.
Results:
In total, 122 of the initial 310 subjects failed to meet the inclusion criteria, resulting in a recruitment rate of 61%. Among the participants, 68 successfully completed the intervention and 62 completed the control treatment.
Conclusions:
VR interventions have significant potential among healthy older individuals. VR can address various aspects of well-being by stimulating cognitive functions, promoting physical activity and facilitating social interaction. However, challenges such as physical discomfort, technology acceptance, safety concerns, and cost must be considered when implementing them for older adults. Further research is needed to determine the long-term effects of VR-based interventions, optimal intervention designs, and the specific populations that would benefit most. Clinical Trial: ClinicalTrials.gov ID NCT05369897
Citation
Request queued. Please wait while the file is being generated. It may take some time.
Copyright
© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.