Impact of Virtual Reality–Based Group Activities on Activity Level and Well-Being Among Older Adults in Nursing Homes: Longitudinal Exploratory Study (Preprint)

Author:

Li YijunORCID,Wilke CarlottaORCID,Shiyanov IrinaORCID,Muschalla BeateORCID

Abstract

BACKGROUND

In addition to illness, inactivity is a risk factor for high mortality in nursing homes. Using innovative technology, such as virtual reality (VR), for meaningful group activities could provide new opportunities for solving this problem. VR interventions have already been approved as a promising method for enhancing the health of older adults.

OBJECTIVE

In this study, we examined whether VR-based group activities can have a positive impact on activity level and group interaction among older adults living in nursing homes.

METHODS

We conducted a longitudinal study and provided VR interventions as a group activity once a week for 4 consecutive weeks in nursing homes. Participants were recruited based on the experience of the nursing staff members and the natural decisions of the older adults. Within a virtual cottage, designed according to the needs of the target group, older adults were able to perform daily tasks that they were no longer able to do in real life, such as gardening and making pizza. Overall, 2 psychologists measured the psychosocial capacities, activities of daily life, and well-being before and after the interventions using standardized instruments.

RESULTS

The results focus on a total of 84 older adults from 14 nursing homes who completed at least 3 VR interventions. The results indicate that several psychosocial capacities among the older adults improved, including adherence to regulations (<i>P</i>&lt;.001; η<i>²</i>=0.122), flexibility (<i>P</i>&lt;.001; η<i>²</i>=0.109), and group integration (<i>P</i>&lt;.001; η<i>²</i>=0.141). Problems related to competence also showed a slight decrease (<i>P</i>=.04; η<i>²</i>=0.039). In addition, the VR intervention promoted their proactivity (<i>P</i>&lt;.001; η<i>²</i>=0.104) and mobility (<i>P</i>=.04; η<i>²</i>=0.039). During the VR group intervention, older adults’ well-being could be maintained at a high level. The results highlight the beneficial effects of VR intervention as a meaningful activity in nursing homes, showcasing the potential of VR applications in this setting.

CONCLUSIONS

This study provides a novel and naturalistic perspective, offering new insights into the use of VR in nursing homes. The VR intervention was well accepted and fulfilled the aim of enhancing capacity and well-being. It could be a meaningful group activity in nursing homes to improve social group interaction. To provide stronger evidence, randomized controlled trials are necessary.

CLINICALTRIAL

Publisher

JMIR Publications Inc.

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