SciELO - Scientific Electronic Library Online

 
vol.21 issue67Effective communication strategies among health professionals in Neonatology: an integrative reviewHealth promotion measures in people with diabetes mellitus during covid-19: an integrative review author indexsubject indexarticles search
Home Pagealphabetic serial listing  

My SciELO

Services on Demand

Journal

Article

Indicators

Related links

  • On index processCited by Google
  • Have no similar articlesSimilars in SciELO
  • On index processSimilars in Google

Share


Enfermería Global

On-line version ISSN 1695-6141

Enferm. glob. vol.21 n.67 Murcia Jul. 2022  Epub Sep 19, 2022

https://dx.doi.org/10.6018/eglobal.482751 

Reviews

Use of Immersive Virtual Reality on the elderly health, systematic review

Karla Iris Cuevas-Martínez1  , Juana Mercedes Gutiérrez-Valverde1  , Luis Antono Rendón-Torres2  , Milton Carlos Guevara-Valtier1  , Yolanda Flores-Peña1  , Esther C Gallegos-Cabriales1 

1Nursing School, Universidad Autónoma de Nuevo León, México

2Nuevo Laredo Nursing School, Universidad Autónoma de Tamaulipas. México

ABSTRACT:

Introduction:

Due to the increase in the number of older adults, there is an increase in the prevalence of chronic diseases, which, together with the deterioration associated to aging, lead to an early decline in physical and cognitive abilities. Within this problem, scientific evidence shows that the use of technological tools such as immersive virtual reality has positive effects on physical and cognitive health in various population groups.

Objective:

Collect, review and assess interventions using fully immersive virtual reality systems in older adults.

Method:

Using the PRISMA checklist guidelines, a systematic search was carried out in the following databases: PubMed, Wiley Online Library, Science Direct and Google Scholar. The FLC 3.0 platform called “Ficheros de Lectura Crítica” (Critical Appraisal Tool) was used to assess the quality of the studies.

Results:

Fourteen studies were included, which provided evidence of the use, acceptance and tolerance of immersive virtual reality, as well as its effect on physical and cognitive health.

Conclusions:

The studies analyzed reveal that immersive virtual reality is well accepted and tolerated by older adults, as well as being a promising tool for reversing or delaying physical and cognitive decline. However, the results are not consistent due to the great diversity among virtual reality systems and content used, as well as studies with small samples and uncontrolled designs.

Keywords: Elderly; Virtual Reality; Head Mounted Display

INTRODUCTION

The accelerated increase in the number of older adults had increased the prevalence of chronic diseases, which, in conjunction with the deterioration associated to aging, has lead to an early decline in physical and cognitive abilities1,2. Approximately 30% of adults age 60 and older have difficulty walking, 13% have posture problems, and 17% have some type of cognitive impairment3,4. The importance of the loss of these abilities lies in the tendency to advance to more complex health conditions such as frailty, dementia and falls, which affect the independence and quality of life of this age group.

In order to solve this problem, several technological innovations have provided the opportunity to explore various tools in environments that were previously thought impossible5. One of these is Immersive Virtual Reality (IVR) systems which, although originally created for entertainment purposes, are nowadays used to promote physical and cognitive health in various population groups6,7. IVR is the technology that provides an almost real or believable experience through the use of virtual reality headsets. The objective of these systems is to thoroughly immerse the user in a computer-generated world, giving the impression that he is in a VR world, in which he can perform cognitive and sensory motor activities while interacting with virtual stimuli8.

Recently, there has been an increase in research on the implementation of IVR systems in adults aged 60 years and older, and although scientific evidence supports their application in different population groups, their use, acceptance and tolerance, as well as their effect on physical and cognitive health in older adults, are unknown. The systematic reviews found in the literature focus on synthesizing interventions using non-immersive virtual reality systems, which include video game consoles such as Xbox 360, Kinect and Nintendo Wii9 10 11 12.

The increase in older adults with physical and cognitive impairment demonstrates the importance of incorporating effective and innovative strategies focused on reversing or delaying the loss of these abilities. Nursing can benefit from these technological tools, since with little or no care from family members, lack of long-term care units and few health programs for the elderly, simulation-supported self-management can be an alternative to treat functional impairment and its consequences.

Due to the aforementioned, this work was carried out with the aim of collecting, reviewing and assessing interventions that use fully immersive virtual reality systems (virtual reality headsets) in older adult users.

METHODS

A systematic review was conducted following the guidelines established in the PRISMA 2010 statement for conducting systematic reviews and meta-analyses13.

Eligibility Criteria

All primary studies implementing immersive virtual reality systems (virtual reality headsets) in users aged 60 years or older were included.

Sources of information and search

The electronic databases consulted were: Medical Literature Analysis and Retrieval System Online (PubMed), Wiley Online Library, Science Direct and Google Scholar; searches were performed from February to May 2021, with an established search strategy (Table 1).

Table 1:  Search strategy 

Selection of studies

The results of the searches were downloaded into the EndNote Web bibliographic organizer, where duplicates were eliminated. The remaining studies were then checked by title and abstract to identify those that met the inclusion criteria, as well as to eliminate irrelevant articles. Articles that met the eligibility criteria were fully checked to verify whether or not they were going to be included in the review.

A critical reading of the methodological quality of the studies that met the inclusion criteria was carried out using the application FLC 3.0 Fichas de Lectura Crítica.

Data extraction process

From the articles included in the review, data extraction was carried out by making Tables and the following data were recorded: Author, year, place, design, population group, sample, duration of the study, virtual reality system and content used.

RESULTS

A total of 543 articles related to the topic of interest were identified, 449 were discarded because they did not meet the inclusion criteria, subsequently 94 studies were fully reviewed, eliminating 80 because they did not use immersive systems, were not intervention studies, did not meet the criteria of age (≥ 60 years) and/or year of publication. As shown inFigure 1, only 14 met the inclusion criteria and were included in the analysis.

Figure 1:  Flow chart of the search and selection of the articles included in the systematic review 

Characteristics of the studies

Of the fourteen articles reviewed, most were conducted in Taiwan16 19 21 22and China23 24 25. Five studies were controlled clinical trials16 18 21 22 26, four employed uncontrolled experimental designs14 19 25 27and five mixed methods15 17 20 23 24.

Most interventions were performed in older adults without neurological diseases and without motor limitations14 15 17 18 20 23 24 25 27, only one study was implemented in older adults with Sarcopenia19and three in adults with mild cognitive impairment21 22 26.

The duration of the interventions ranged from 2 to 12 weeks15 16 17 19 20 21 22 25 26; four of the studies consisted of a single session14 18 23 24. The average actual exposure time to the Immersive Virtual Reality (IVR) systems was 17 minutes per session.

The most commonly used IVR systems were the Oculus Rift15 19 26 27and HTC Vive16 17 22 25. The content displayed to the older adults was classified into two types: 1) non-interactive, which consisted in observing images of nature, landscapes and various places of the world in 360°14 18 23 24 25, and 2) interactive content, through games that promoted limb movement15 16 17 19 20and applications with simulated instrumental activities of daily living21 22 26 27(Table 2).

Table 2:  Characteristics and quality of the studies 

Table 2 (cont.):  Characteristics and quality of the studies 

Use, acceptance and tolerance of IVR systems

Six of the studies used IVR to promote functional physical fitness16 19 20 21 22 26and five to stimulate cognitive functions of memory, reasoning, executive function, immediate and delayed recall, visual-spatial ability and language21 22 26 27. Only two studies analyzed its effect on quality of life, happiness, pain and depression16,17.

Appel et al.14reported with regard to tolerance that 88% of participants did not feel heavy the virtual reality headset, 82% found them easy to get used to, and 25% reported problems focusing. On average the tolerated exposure was 8 minutes. 76% showed a desire to use virtual reality again and 71% indicated that they would recommend it to a friend.

Baker et al.15reported that after the virtual reality sessions four of the participants felt happy, excited, and surprised; only one participant reported feeling sick and sad, due to making many mistakes while using the systems.

Benham Kang and Grampurohit17found that 100% of the participants showed positive attitudes. Users perceived that the controls and instructions were easy to follow, plus the level of presence served as a distraction to decrease pain. Users expressed that they would like to continue using it and would certainly recommend it to a friend.

Chan et al.18observed that following virtual reality exposure, positive feelings of interest and enthusiasm increased; and negative feelings of distress, dissatisfaction, guilt, fear, irritability, embarrassment, nervousness, and fear decreased. Regarding adverse events, only three participants (1.4%) reported having severe symptoms of cyber-dizziness (visual fatigue, blurred vision, dizziness with eyes open and eyes closed).

Li et al.20found that most participants were satisfied with the IVR game, and expressed that combining the brain and body was a good stimulus. The only drawback mentioned was that the headsets were very heavy.

Liu et al.23found no significant changes in emotions (positive and negative) after using virtual reality. Positive experiences were associated with the high sense of presence, ease of use, and wide field of view offered by these systems. Negative experiences were: physical discomfort, blurred vision, preference for other digital media and resistance to new technologies.

Liu et al.24reported that older adults expressed that watching virtual reality videos promoted positive emotions.

Syed-Abdul et al.25reported that the majority of older adults (77.8%) reported that virtual reality amused them, improved their mood, and motivated them to perform their daily activities; furthermore, more than half (65%) of the participants perceived that virtual reality were easy to use.

Effect on physical and cognitive health

Barsasella et al.16saw significant (p< .05) improvements with time in functional capacity (arm flexion, exercise capacity, dynamic agility, and balance) of the virtual reality group.

Chen et al.19reported improvements for gait speed (F = 8.65, d = 1.00, p = .006), shoulder flexion (F = 29.26, d = 1.65, p = .001), shoulder external rotation (F = 6.90, d = 0.83, p = .013), elbow pronation (F = 5.40, d = 0.46, p = . 015) and supination (F = 5.00, d = 0.39, p = .026), flexion (F = 11.96, d = 0.95, p = .001) and wrist extension (F = 18.26, d = 1.24, p = .006), biceps strength (F = 19.63, d = 1.19, p = .001) and triceps brachii of the dominant hand (F = 6.87, d = 0.79, p = .001).

Li et al.20obtained significant changes for working memory (F (1, 18) = 6.89, p < .05). For reasoning ability (F (1, 18) = 8.56, p < .01) and balance (F (1, 18) = 4.81, p < .05) pretest-posttest changes were obtained in the virtual reality group.

Liao et al.21saw significant changes by group and time for executive function (p = .032) and cadence in the dual-task gait test (p = .018). For the intervention group there were pretest-posttest changes for step length ( 𝑋 = 98.5 vs 𝑋 = 98.6, p = .018; 𝑋 = 68.1 vs 𝑋 = 82.5, p = .003) and gait speed ( 𝑋 = 82.3 vs 𝑋 = 92.9, p = .016; 𝑋 = 84.2 vs 𝑋 = 96.2, p = .001).

Liao et al.22saw significant effects according to time for global cognition ( 𝑋 = 23.00 vs 𝑋 = 25.20, p = .001), executive function ( 𝑋 = 6.61 vs 𝑋 = 5.11, p = .013), immediate recall ( 𝑋 = 18.33 vs 𝑋 = 23.27, p = .001), delayed recall ( 𝑋 = 4.27 vs 𝑋 = 5.72, p = .002) and instrumental activities of daily living ( 𝑋 = 18.16 vs 𝑋 =19.77, p = .001). Only for instrumental activities (p = .006) there were significant changes by group and time.

Thapa et al.26reported significant changes regarding time for the virtual reality group in grip strength ( 𝑋 = 22.2 vs 𝑋 = 24.4, p = .03), gait speed ( 𝑋 = 1.15 vs 𝑋 = 1.19, p = .04), and executive function ( 𝑋 = 26.3 vs 𝑋 = 24.2, p = .04). In addition, a positive effect by group and time was obtained for gait speed (p = .02) and executive function (p = .03).

Zajac-Lamparska et al.27found significant changes on memory (Z = -03.04, p = .02), visual-spatial ability (Z = 3.50, p < .001) and language (Z = 2.74, p = .006) in healthy adults. Older adults with mild dementia showed no significant changes (p = 2.42) in cognitive function compared to the healthy ones (p < .001).

DISCUSSION

The use of IVR systems focused mainly on the stimulation and improvement of cognitive and walking functions, finding positive effects on executive function and spatiotemporal parameters of gait such as speed, cadence and stride length. The results were similar to those found in the review by Jahn et al.28who found improvements in some cognitive domains mainly in executive function and attention in adults with neurological diseases. It is also consistent with findings reported in non-immersive virtual reality interventions in patients with Parkinson's disease, where increased gait length and faster gait speed are reported after using these systems29.

Half of the studies included in the analysis evaluated the acceptance and tolerance of older adults to virtual reality headsets. This finding is consistent with the review by Campo-Prieto, Cancela and Rodriguez-Fuentes11who found that most studies implementing fully immersive systems in older adult users are in the early stages of clinical development.

Regarding acceptance and tolerance, it was found that more than half of the groups evidenced positive attitudes and/or emotions and showed a good tolerance of the IVR systems. Positive attitudes were associated with ease of use and ease of getting used to the virtual reality headsets. Likewise, Sayma et al.30in their review found that adults with dementia and mild cognitive impairment were very satisfied with IVR systems and reported no adverse effects.

One third of the studies reported adverse effects associated with cyber-dizziness, which refers to symptoms of dizziness experienced due to the visual conflict caused by these systems; the symptoms experienced by older adults were blurred vision, physical discomfort, visual fatigue, dizziness with eyes open, and also dizziness with eyes closed. This finding differs with clay et al.10who, in their review, found that none of the groups of patients with Alzheimer's disease presented adverse effects and/or symptoms associated with cyber-dizziness.

CONCLUSION

Based on the results, it was concluded that IVR is well accepted and tolerated, in addition to being a promising tool for improving physical and cognitive health in older adults. However, a great diversity was identified among the systems and content used, and studies with small samples and uncontrolled designs; therefore, studies with greater methodological rigour are required to design appropriate interventions and confirm the positive effect of IVR in older adults.

REFERENCIAS

1. Organización Mundial de la Salud. Envejecimiento y salud, 2018. Disponible en: https://www.who.int/es/news-room/fact-sheets/detail/envejecimiento-y-saludLinks ]

2. Organización Panamericana de la Salud. La salud añade vida a los años, 2017. Disponible en: https://www.paho.org/hq/dmdocuments/2012/Fact-Sheet-Seniors-NCDs-Spanish.pdfLinks ]

3. Lu Y, Liu C, Yu D, Fawkes S, Ma J, Zhang M, Li C. Prevalence of mild cognitive impairment in community-dwelling Chinese populations aged over 55 years: a meta-analysis and systematic review. BMC Geriatr [Internet]. 2021 [consultado abril 2021]; 21 (6). Disponible en: https://doi.org/10.1186/s12877-020-01948-3Links ]

4. Nnodim JO, Nwagwu CV, Nnodim-Opara. Gait disorders in older adults - A structured review and approach to clinical assessment. J Geriatr Med Gerontol [Internet]. 2020 [consultado abril 2021]; 6 (4). DOI: 10.23937/2469-5858/1510101 [ Links ]

5. Bondin L, Dingli A. Virtual reality in healthcare exploring new realities! Synapse [Internet]. 2019 [consultado abril 2021]; 18(3). Disponible en: https://www.um.edu.mt/library/oar/handle/123456789/48821Links ]

6. Bremner R, Gibbs A, Mitchell AR. The era of immersive health technology. EMJ Innov [Internet]. 2020 [consultado abril 2021]; 4 (1):40-47. Disponible en: https://emj.emg-health.com/wp-content/uploads/sites/2/2020/01/Editors-Pick-The-Era-of-Immersive-Health-Technology.pdfLinks ]

7. Krick T, Huter K, Domhoff D, Schmidt A, Rothgang H, Wolf'Ostermann K. Digital technology and nursing care: a scoping review on acceptance, effectiveness and efficiency studies of informal and formal care technologies. BMC Health Serv Res [Internet]. 2019 [consultado abril 2021]; 19 (400). Disponible en: https://doi.org/10.1186/s12913-019-4238-3Links ]

8. Immersive Virtual Reality. (n.d.). Encyclopedia of Multimedia, 345-346. Doi:10.1007/978-0-387-78414 [ Links ]

9. Dermody G, Whitehead L, Wilson G, Glass C. The role of virtual reality in improving health outcomes for community-dwelling older adults: systematic review. J Med Internet Res [Internet]. 2020 [consultado abril 2021]; 22 (6). Disponible en: https://preprints.jmir.org/preprint/17331Links ]

10. Clay F, Howett D, FitzGerald J, Fletcher P, Chan D, Price A. Use of immersive virtual reality in the assessment and treatment of Alzheimer's disease: A systematic review. J Alzheimers Dis. [Internet]. 2020 [consultado abril 2021]; 75 (1): 23-43. DOI:10.3233/jad-191218 [ Links ]

11. Campo-Prieto P, Cancela J, Rodríguez-Fuentes G. Immersive virtual reality as physical therapy in older adults: present or future (systematic review). Virtual Reality [Internet]. 2021 [consultado abril 2021]. Disponible en: https://doi.org/10.1007/s10055-020-00495-xLinks ]

12. Tuena C, Pedroli E, Trimarchi PD, Gallucci A, Chiappini M, Goulene K, Stramba-Badiale M. Usability issues of clinical and research applications of virtual reality in older people: A systematic review. Front. Hum. Neurosci. [Internet]. 2020 [consultado abril 2021]; 14 (93). DOI:10.3389/fnhum.2020.00093 [ Links ]

13. Urrutia G, Bonfill X. Declaración PRISMA: una propuesta para mejorar la publicación de revisiones sistemáticas y metaanálisis. Med Clin [Internet]. 2010 [consultado abril 2021]; 135 (11): 507-511. Disponible en: https://es.cochrane.org/sites/es.cochrane.org/files/public/uploads/PRISMA_Spanish.pdfLinks ]

14. Appel L, Appel E, Bogler O, Wiseman M, Cohen L, Ein N, Abrams HB, Campos JL. Older adults with cognitive and/or physical impairments can benefit from immersive virtual reality experiences: a feasibility study. Front. Med. [Internet]. 2020 [consultado mayo 2021]; 6 (329). Disponible en: https://doi.org/10.3389/fmed.2019.00329Links ]

15. Baker S, Waycott J, Robertson E, Carrasco R, Neves BB, Hampson R, Vetere F. Evaluating the use of interactive virtual reality technology with older adults living in residential aged care. Inf. Process. Manag [Internet]. 2020 [consultado mayo 2021]; 57 (3). DOI:10.1016/j.ipm.2019.102105 [ Links ]

16. Barsasella D, Liu MF, Malwade S, Galvin CJ, Dhar E, Chang CC, Li YJ, Syed-Abdul S. Effects of virtual reality sessions on the quality of life, happiness, and functional fitness among the older people: a randomized controlled trial from Taiwan. Comput Methods Programs Biomed [Internet]. 2021 [consultado mayo 2021]. DOI: 10.1016/j.cmpb.2020.105892. [ Links ]

17. Benham S, Kang M, Grampurohit N. Immersive virtual reality for the management of pain in community-dwelling older adults. OTJR (Thorofare N J) [Internet]. 2019 [consultado mayo 2021]; 39 (2):90-96. DOI: 10.1177/1539449218817291. [ Links ]

18. Chan JY, Chan TK, Wong MP, Cheung RS, Yiu KK, Tsoi, KK. Effects of virtual reality on moods in community older adults. A multicenter randomized controlled trial. Int J Geriatr Psychiatry [Internet]. 2020 [consultado mayo 2021]; 1-8. DOI:10.1002/gps.5314 [ Links ]

19. Chen G, Lin C, Huang H, Wu Y, Su H, Sun S, Tuan S. Using virtual reality- based rehabilitation in sarcopenic older adults in rural health care facilities- A quasi-experimental study. J Aging and Phys Act [Internet]. 2020 [consultado mayo 2021]; 1-12. Disponible en: https://doi.org/10.1123/japa.2020-0222Links ]

20. Li X, Niksirat KS, Chen S, Weng D, Sarcar S, Ren X. The impact of a multitasking-based virtual reality motion video game on the cognitive and physical abilities of older adults. Sustainability [Internet]. 2020 [consultado mayo 2021]; 12 (21). Disponible en: https://doi.org/10.3390/su12219106Links ]

21. Liao YY, Chen IH, Lin YJ, ChenY, Hsu WC. Effects of virtual reality-based physical and cognitive training on executive function and dual-task gait performance in older adults with mild cognitive impairment: a randomized control trial. Front. Aging Neurosci. [Internet]. 2019 [consultado mayo 2021]; 11 (162). Disponible en: https://doi.org/10.3389/fnagi.2019.00162Links ]

22. Liao YY, Tseng HY, Lin YJ, Wang CJ, Hsu WC. Using virtual reality-based training to improve cognitive function, instrumental activities of daily living and neural efficiency in older adults with mild cognitive impairment. Eur J Phys Rehabil Med. [Internet]. 2020 [consultado mayo 2021]; 56 (1): 47-57. DOI: 10.23736/S1973-9087.19.05899-4. [ Links ]

23. Liu Q, Wang Y, Tang Q, Liu Z. Do you feel the same as i do? differences in virtual reality technology experience and acceptance between elderly adults and college students. Front. Psychol. [Internet]. 2020 [consultado mayo 2021]; 11 (573673). DOI: 10.3389/fpsyg.2020.573673 [ Links ]

24. Liu Q, Wang Y, Yao MZ, Tang Q, Yang Y. The effects of viewing an uplifting 360-degree video on emotional well-being among elderly adults and college students under immersive virtual reality and smartphone conditions. Cyberpsychol Behav Soc Netw [Internet]. 2020 [consultado mayo 2021]; 23 (3):157-164. DOI: 10.1089/cyber.2019.0273 [ Links ]

25. Syed-Abdul S, Malwade S, Nursetyo AA, Sood M, Bhatia M, Barsasella D, Liu MF, Chang C, Srinivasan K, Raja M, Li YCJ. Virtual reality among the elderly: a usefulness and acceptance study from Taiwan. BMC Geriatr [Internet]. 2019 [consultado mayo 2021]; 19 (223). Disponible en: https://doi.org/10.1186/s12877-019-1218-8Links ]

26. Thapa N, Park HJ, Yang JG, Son H, Jang M, Lee J, Park H. The effect of a virtual reality-based intervention program on cognition in older adults with mild cognitive impairment: a randomized control trial. J Clin Med [Internet]. 2020 [consultado mayo 2021]; 9 (5): 1283. DOI:10.3390/jcm9051283 [ Links ]

27. Zajac-Lamparska L, Wilkosc-Debczynska M, Wojjciechiwski A, Podhorecka M, Polak-Szabela A, Warchol L, Kedziora-Kornatowska K, Araszkiewicz A, Izdebski P. Effects of virtual reality-based cognitive training in older adults living without and with mild dementia: a pretest-posttest design pilot study. BMC Res Notes [Internet]. 2019 [consultado mayo 2021]; 12 (776). Disponible en: https://doi.org/10.1186/s13104-019-4810-2Links ]

28. Jahn FS, Skovye M, Obenhausen K, Jespersen E, Mikowiak KW. Cognitive training with fully immersive virtual reality in patients with neurological and psychiatric disorders: A systematic review of randomized controlled trials. Psychiatry Res [Internet]. 2021 [consultado mayo 2021]; 300. Disponible en: https://doi.org/10.1016/j.psychres.2021.113928Links ]

29. Lei C, Sunzi K, Liu X, Wang Y, Zhang B, He L, Ju M. Effects of virtual reality rehabilitation training on gait and balance in patients with Parkinsons disease: A systematic review. PLoS ONE [Internet]. 2019 [consultado mayo 2021]; 14(11). Disponible en: https://doi.org/10.1371/journal.pone.0224819Links ]

30. Sayma M, Tuijt R, Cooper C, Walters K. Are we there yet? Immersive virtual reality to improve cognitive function in dementia and mild cognitive impairment. Gerontologist [Internet]. 2020 [consultado mayo 2021]; 60 (7): e502-e512. Disponible en: https://doi.org/10.1093/geront/gnz132Links ]

Received: June 08, 2021; Accepted: September 14, 2021

Creative Commons License Este es un artículo publicado en acceso abierto bajo una licencia Creative Commons