Usability and Tolerability of Virtual Reality-Based Cognitive Stimulation in Healthy Elderly Volunteers-A Feasibility Clinical Trial.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-08-07 DOI:10.1089/g4h.2024.0039
Hina Faisal, Wesley Lim, Antara Dattagupta, Peter Lin, Rohan Gupta, Eugene C Lai, Jiaqiong Xu, Stephen T Wong, Faisal N Masud
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Abstract

Background: The aim of the current pilot study was to evaluate the usability, acceptability, and tolerability of virtual reality (VR)-based cognitive stimulation exercises (CSEs) in healthy young versus old populations before health care integration. A secondary aim was to assess the accuracy of VR games as a proxy for cognitive stimulation, specifically for attention. VR-based CSEs promise to improve attention and brain function through varied learning systems. Methods: This is a Phase 1 feasibility clinical trial at a single center. It involves 30 healthy volunteers randomly selected using the American Society of Anesthesiologists (ASA) physical status classification system. Participants fall into ASA 1 (age >18-35 years, n = 15) or ASA 2 (age >60 years, n = 15) categories. All participants tested the ReCognitionVR-based CSEs. Feasibility criterion: Participants in each group were monitored for completion of 20 minutes of VR-based CSEs. Acceptability criterion: Proportion of participants with system usability scale (SUS) >35 or SUS score of 87.5. Safety (tolerability) monitoring: Sessions were monitored for neurological, cardiovascular, or pulmonary adverse events (AEs). Safety criterion: No more than 10% of sessions stopped due to neurological, cardiovascular, or pulmonary AEs. Results: The primary outcome (feasibility) of ReCognitionVR-based CSEs was 100%. For the secondary outcome (acceptability), there was no group difference in SUS scores (ASA 1 = 88.17 ± 12.83 vs. ASA 2 = 88.39 ± 10.22, P = 0.81). For the tertiary outcome (safety), mild transient uneasiness was reported by two (13.4%) ASA 1 participants (resolved in 2 minutes), and one (6.67%) ASA 1 participant experienced a temporary >20% increase in blood pressure from baseline. No ASA 2 participants had AEs. Conclusion: The feasibility, acceptability, and safety of ReCognitionVR-based CSEs in healthy elderly volunteers are acceptable, indicating that the evaluation of the ReCognitionVR-based CSEs in hospitalized patients is reasonable.

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基于虚拟现实的认知刺激在健康老年志愿者中的可用性和耐受性--一项可行性临床试验。
研究背景本试验性研究旨在评估基于虚拟现实(VR)的认知刺激练习(CSE)在健康的年轻人和老年人群中的可用性、可接受性和耐受性。另一个目的是评估虚拟现实游戏作为认知刺激(尤其是注意力刺激)替代品的准确性。基于 VR 的 CSE 有望通过不同的学习系统提高注意力和大脑功能。研究方法这是在一个中心进行的第一阶段可行性临床试验。试验采用美国麻醉医师协会(ASA)身体状况分类系统,随机抽取 30 名健康志愿者。参与者属于 ASA 1(年龄大于 18-35 岁,n = 15)或 ASA 2(年龄大于 60 岁,n = 15)类别。所有参与者都测试了基于 ReCognitionVR 的 CSE。可行性标准:对每组参与者完成 20 分钟基于 VR 的 CSE 的情况进行监测。可接受性标准:系统可用性量表(SUS)大于 35 或 SUS 得分为 87.5 的参与者比例。安全性(耐受性)监测:对各疗程的神经、心血管或肺部不良事件(AEs)进行监测。安全性标准:因神经、心血管或肺部不良事件而停止的疗程不超过 10%。结果基于 ReCognitionVR 的 CSE 的主要结果(可行性)为 100%。在次要结果(可接受性)方面,SUS 评分没有组间差异(ASA 1 = 88.17 ± 12.83 vs. ASA 2 = 88.39 ± 10.22,P = 0.81)。在三级结果(安全性)方面,两名 ASA 1 参与者(13.4%)报告了轻微的短暂不适(2 分钟内缓解),一名 ASA 1 参与者(6.67%)报告血压暂时比基线升高 20%。没有 ASA 2 参与者出现 AE。结论基于 ReCognitionVR 的 CSE 在健康老年志愿者中的可行性、可接受性和安全性均可接受,这表明在住院患者中评估基于 ReCognitionVR 的 CSE 是合理的。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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