S. Benham, Lilian Trinh, Kathryn Kropinski, N. Grampurohit
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引用次数: 0
Abstract
Abstract Aims To examine the effects of immersive virtual reality (VR) on self-identified daily activities and quality of life (QOL) of older adults with and without cognitive impairments and identify their preferred VR apps. Methods One group, pretest-posttest study of a total of eight 30-minute VR sessions over five weeks at a senior center. Measures included the Canadian Occupational Performance Measure, the World Health Organization QOL-BREF, and a preference questionnaire. Results Improvements in activity performance (p = 0.047) and satisfaction (p = 0.016) for all participants (n = 16; mean age = 69.76, SD = 5.14; 14 females), no differences in QOL, with reported preferences of leisure-oriented apps. Upon subgroup analysis based on cognition, the group with cognitive impairments (n = 7) did not report increases in activity performance (p = 0.497) while the group without cognitive impairment (n = 9) reported performance increases (p = 0.018). Conclusions In a community-based setting, leisure-oriented immersive VR may improve daily activity perceptions for older adults, regardless of mild cognitive impairments. Supplemental data for this article is available online at https://doi.org/10.1080/02703181.2022.2033903 .
期刊介绍:
This comprehensive journal is recognized for its useful balance of research and clinical practice articles. For more than twenty five years Physical & Occupational Therapy in Geriatrics has functioned as a forum for allied health professionals as well as others with a focus on rehabilitation of the geriatric client to share information, clinical experience, research, and therapeutic practice. Each issue focuses on current practice and emerging issues in the care of the older client, including rehabilitation and long-term care in institutional and community settings, and innovative programming; the entire range of problems experienced by the elderly; and the current skills needed for working with older clients.