Accepted for/Published in: JMIR Formative Research
Date Submitted: May 8, 2025
Date Accepted: Oct 3, 2025
Warning: This is an author submission that is not peer-reviewed or edited.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.
Feasibility of a virtual reality intervention protocol to improve cognitive and behavioral skills in older adults
ABSTRACT
Background:
Virtual reality (VR) is an innovative tool to improve daily functioning in older adults at risk for developing Alzheimer’s disease and dementias. We examined feasibility, safety and acceptability of a proposed VR intervention that aims to improve cognitive and behavioral skills in older adults, using a two-pronged approach.
Objective:
We examined feasibility, safety and acceptability of a proposed VR intervention that aims to improve cognitive and behavioral skills in older adults, using a two-pronged approach
Methods:
In a single session we piloted a virtual meal-preparing task to compare task performance, safety and acceptability between 8 older (M age 76.3, SD 7.9) and 8 young adults (M age 25, SD, 2.6) using two-sample t-tests. Simultaneously, we conducted a community engagement studio (CES) to obtain feedback on the proposed VR intervention from 16 Black and Hispanic older adults.
Results:
Older adults took a longer time than younger adults to complete the task (235 vs. 75 seconds; p<0.001) and made more errors (1.2 vs. 0.1; p=0.04). There were no adverse events (i.e., falls) or simulator sickness (i.e., dizziness, headache). All participants reported high self-efficacy in performing similar virtual tasks. In the CES, the stakeholders provided valuable insights to enhance recruitment (i.e., health fairs) and retention (i.e., free transportation) for the proposed intervention.
Conclusions:
Older adults required more instructions to effectively use VR technology, however, they were able to complete a simple virtual task within an average of <4 minutes. They reported high acceptability (i.e., self-efficacy, level of enjoyment) and a willingness to engage in future VR interventions. These preliminary data support the feasibility, safety and acceptability of a novel VR task, and provide feedback on the design of a future intervention. Clinical Trial: N/A
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.