The Application of Fully Immersive Virtual Reality on Reminiscence Interventions for Older Adults: Scoping Review.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2023-10-06 DOI:10.2196/45539
Zhipeng Lu, Wenjin Wang, Wei Yan, Chung Lin Kew, Jinsil Hwaryoung Seo, Marcia Ory
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Abstract

Background: The increasing number of older adults with mental, behavioral, and memory challenges presents significant public health concerns. Reminiscence is one type of nonpharmacological intervention that can effectively evoke memories, stimulate mental activities, and improve psychological well-being in older adults through a series of discussions on previous experiences. Fully immersive virtual reality (FIVR) may be a useful tool for reminiscence interventions because it uses realistic virtual environments connected to a person's significant past stories.

Objective: This review aims to examine empirical evidence regarding the application of FIVR in reminiscence interventions, its usability and acceptability, and its effectiveness in assisting the intervention to achieve optimal outcomes.

Methods: We followed the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) approach for scoping reviews. The PubMed, PsycINFO, Embase, CINAHL, Web of Science, ACM, and IEEE Xplore electronic databases were used for the search. We included peer-reviewed studies that used FIVR as an assistive tool for reminiscence interventions; were published between January 1, 2000, and August 1, 2022; reported empirical research; involved older adults as participants; and addressed health- and behavior-related outcomes or the feasibility and usability of FIVR. We used Endnote X9 to organize the search results and Microsoft Excel for data extraction and synthesis.

Results: Of the 806 articles collected from the databases and other resources, 11 were identified. Most of the studies involved participants aged between 70 and 90 years. Only 1 study did not involve those with cognitive impairments, whereas 3 specifically targeted people living with dementia. The results indicated that FIVR reminiscence interventions enhanced engagement and reduced fatigue. Although some studies have observed positive effects on anxiety, apathy, depression, cognitive functions, and caregiver burden reduction, these findings were inconsistent across other research. In addition, FIVR showed overall usability and acceptability with manageable side effects among older adults across various health conditions during reminiscence sessions. However, 1 study reported adverse feelings among participants, triggered by unpleasant memories evoked by the virtual reality content.

Conclusions: The role of FIVR in reminiscence interventions remains nascent, with limited studies evaluating its impacts on older adults. Many of the reviewed studies had notable limitations: small sample sizes, absence of rigorous research design, limited assessment of long-term effects, lack of measures for health and behavior outcomes, and quality of life. Beyond these limitations, this review identified a list of future research directions in 6 categories. On the basis of the review findings, we provide practical recommendations to enhance FIVR reminiscence interventions, covering topics such as virtual reality content, device choice, intervention types, and the role and responsibility of facilitators.

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全沉浸式虚拟现实在老年人回忆干预中的应用:范围界定综述。
背景:越来越多的老年人有心理、行为和记忆方面的挑战,这引起了人们对公共卫生的严重关注。回忆是一种非药物干预,可以通过对以往经历的一系列讨论,有效唤起记忆,刺激心理活动,改善老年人的心理健康。完全沉浸式虚拟现实(FIVR)可能是一种有用的回忆干预工具,因为它使用了与一个人重要的过去故事相关的现实虚拟环境。目的:本综述旨在检验FIVR在回忆干预中的应用、其可用性和可接受性,以及其在帮助干预实现最佳结果方面的有效性的经验证据。方法:我们采用PRISMA(系统评价和荟萃分析的首选报告项目)方法进行范围审查。PubMed、PsycINFO、Embase、CINAHL、Web of Science、ACM和IEEE Xplore电子数据库用于搜索。我们纳入了使用FIVR作为回忆干预辅助工具的同行评审研究;于2000年1月1日至2022年8月1日期间发表;报告的实证研究;让老年人参与;并讨论了与健康和行为相关的结果或FIVR的可行性和可用性。我们使用Endnote X9来组织搜索结果,并使用Microsoft Excel进行数据提取和合成。结果:在从数据库和其他资源收集的806篇文章中,11篇被识别。大多数研究涉及年龄在70至90岁之间的参与者。只有1项研究没有涉及认知障碍患者,而3项研究专门针对痴呆症患者。结果表明,FIVR回忆干预提高了参与度,减少了疲劳。尽管一些研究观察到了对焦虑、冷漠、抑郁、认知功能和减轻照顾者负担的积极影响,但这些发现在其他研究中并不一致。此外,在回忆过程中,FIVR在各种健康状况下的老年人中显示出总体可用性和可接受性,副作用可控。然而,有一项研究报告称,虚拟现实内容引发的不愉快记忆引发了参与者的不良情绪。结论:FIVR在回忆干预中的作用尚处于萌芽阶段,评估其对老年人影响的研究有限。许多被审查的研究都有显著的局限性:样本量小,缺乏严格的研究设计,对长期影响的评估有限,缺乏对健康和行为结果以及生活质量的衡量标准。除了这些限制之外,这篇综述还列出了6个类别的未来研究方向。根据审查结果,我们提供了加强FIVR回忆干预的实用建议,涵盖虚拟现实内容、设备选择、干预类型以及促进者的角色和责任等主题。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
Correction: Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial. Risk Perception and Knowledge Following a Social Game-Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial. Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications. Interprofessional Team Training With Virtual Reality: Acceptance, Learning Outcome, and Feasibility Evaluation Study. Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience.
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