Virtual reality-based training for improving cognitive, social, and physical functioning in high-functioning seniors: A two-arm parallel-group randomized study (CoSoPhy FX) (Preprint)

Author:

Szczepocka EwaORCID,Mokros ŁukaszORCID,Kaźmierski JakubORCID,Nowakowska KarinaORCID,Łucka Anna,Antoszczyk AnnaORCID,Oltra-Cucarella JavierORCID,Werzowa WalterORCID,Hellevik Martin MoumORCID,Skouras Stavros,Bagger Karsten KureORCID

Abstract

BACKGROUND

Virtual reality (VR) has emerged as a promising technology for enhancing the health care of older individuals, particularly in the domains of cognition, physical activity, and social engagement. However, existing VR products and services are limited in availability and affordability, emphasizing the need for a scientifically validated and personalized VR service that can be accessible to seniors in their homes, contributing to their overall physical, cognitive, and social well-being.

OBJECTIVE

The main purpose of this study was to analyze the effects of a VR-based Digital Therapeutics app on the cognitive, social, and physical performance abilities of healthy (high-functioning) seniors. This work reports the study protocol and the results from the recruitment phase.

METHODS

One hundred and eighty-eight healthy seniors aged 65-85 years, recruited at the Medical University of Lodz (Poland), were randomly allocated to the experimental group (VR dual-task training program) or to the control group (using a VR headset app showing nature videos). Three cognitive exercises were performed in various 360-degree nature environments while listening to a preferred music genre and delivered on a VR head-mounted display (HMD). This intervention, lasting 12 minutes per session, was administered at least three times per week for a 12-week period, totaling a minimum of 36 sessions per participant. Primary outcomes included: attention and working memory (CNS-Vital Signs computerized cognitive battery). Secondary outcomes comprised: other cognitive domains in the CNS-VS battery, quality of life (WHO-5 Well-Being Index), health-related quality of life (EQ-5D-5L) and anxiety (GAD-7). Linear mixed models with participants’ individual slopes were used to analyze the group-by-time interaction.

RESULTS

Out of the initial 310 subjects assessed for eligibility, 122 were excluded due to not meeting the inclusion criteria, resulting in a recruitment rate of 61%. In the experimental group, 68 participants successfully completed the intervention, and 62 participants completed the control treatment.

CONCLUSIONS

VR interventions hold significant potential among healthy older individuals. VR can address various aspects of well-being by stimulating cognitive functions, promoting physical activity and facilitating social interaction. However, challenges such as physical discomfort, technology acceptance, safety concerns, and cost must be considered when implementing VR interventions for older adults. Further research, including the current one, is necessary to explore long-term effects, optimal intervention designs, and specific populations that would benefit the most from VR-based interventions.

CLINICALTRIAL

ClinicalTrials.gov ID NCT05369897

Publisher

JMIR Publications Inc.

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