Accepted for/Published in: JMIR Aging
Date Submitted: Jul 5, 2024
Open Peer Review Period: Jul 5, 2024 - Aug 30, 2024
Date Accepted: Jan 30, 2025
(closed for review but you can still tweet)
A self-adaptive serious game to improve motor learning among older adults in immersive virtual reality: A short-term longitudinal pre-post study on retention and transfer
ABSTRACT
Background:
$Despite their potential, the use of serious games within immersive virtual reality (iVR) for enhancing motor skills in older adults remains relatively unexplored. In this study, we developed a self-adaptive serious game in iVR called REAsmash-iVR. This game involves swiftly locating and striking a virtual mole presented with various distractors.
Objective:
The present work aimed to assess its efficacy in fostering motor learning among an aging population.
Methods:
Twenty older adults participated in the study, engaging with REAsmash-iVR over seven consecutive days. Evaluation consisted of iVR tests such as KinematicsVR and a VR adaptation of the Box and Block Test (BBT-VR). KinematicsVR tasks included drawing straight lines and circles as fast and as accurately as possible, while BBT-VR required participants to move virtual cubes swiftly within 60 seconds. Assessments were conducted before and after the intervention, with a follow-up at one-week post-intervention. The primary outcome focused on evaluating the impact of REAsmash-iVR on speed/accuracy trade-off (SAT) during KinematicsVR tasks. Secondary outcomes included analysing movement smoothness, measured by spectral arc length (SPARC), and BBT-VR scores.
Results:
Results revealed significant improvements on SAT post- compared to pre-intervention, with notable retention of skills observed for straight lines and circle drawing. Likewise, there was a significant enhancement on SPARC, particularly for circle drawing, but not for straight-line drawing. Additionally, participants demonstrated significant improvement and retention in BBT-VR skills.
Conclusions:
Conclusions:
These findings provide perspectives for the use of iVR to improve motor learning in older adults through delivering self-adaptive serious games targeting motor and cognitive functions. Clinical Trial: NCT04694833
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