BACKGROUND
The following systematic and bibliographic review investigates the
intersection between the treatment of cognitive impairments and virtual and aug-
mented reality-based game-oriented applications.
OBJECTIVE
The review provides a view into
the last 12 years of research in this field.
METHODS
The PubMed Database served as the main source for the review.
PRISMA guidelines were applied and a set of investigation variables was defined
and classed into three main topics: Bibliographic, Medical and Technical sections.
RESULTS
Of a total of 61 identified articles, 19 could be included. The compiled
findings from these studies indicate positive effects, of using virtual and aug-
mented reality applications to improve cognitive function and depression. There
is also a gap in high-quality evidence since clinical trials have been conducted,
but only with a small number of patients.
CONCLUSIONS
Preliminary results indicate positive effects on cognitive and physical
well-being, but the field has a demand for further investigation to determine the
effectiveness. Future research needs to focus on larger studies but also on the
quality of the developed applications. Further, it is important to look at scores
CLINICALTRIAL
not required