Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

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)

The final, peer-reviewed published version of this preprint can be found here:

A Self-Adaptive Serious Game to Improve Motor Learning Among Older Adults in Immersive Virtual Reality: Short-Term Longitudinal Pre-Post Study on Retention and Transfer

Everard G, Declerck L, Lejeune T, Edwards MG, Bogacki J, Reiprich C, Delvigne K, Legrain N, Batcho CS

A Self-Adaptive Serious Game to Improve Motor Learning Among Older Adults in Immersive Virtual Reality: Short-Term Longitudinal Pre-Post Study on Retention and Transfer

JMIR Aging 2025;8:e64004

DOI: 10.2196/64004

PMID: 40053708

PMCID: 11914841

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

  • Gauthier Everard; 
  • Louise Declerck; 
  • Thierry Lejeune; 
  • Martin Gareth Edwards; 
  • Justine Bogacki; 
  • Cléo Reiprich; 
  • Kelly Delvigne; 
  • Nicolas Legrain; 
  • Charles Sebiyo Batcho

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


 Citation

Please cite as:

Everard G, Declerck L, Lejeune T, Edwards MG, Bogacki J, Reiprich C, Delvigne K, Legrain N, Batcho CS

A Self-Adaptive Serious Game to Improve Motor Learning Among Older Adults in Immersive Virtual Reality: Short-Term Longitudinal Pre-Post Study on Retention and Transfer

JMIR Aging 2025;8:e64004

DOI: 10.2196/64004

PMID: 40053708

PMCID: 11914841

Download PDF


Request queued. Please wait while the file is being generated. It may take some time.

© 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.