BACKGROUND
Despite the proven benefits of exercise in older adults, challenges such as access and motivation can deter older adults’ engagement. Interactive virtual reality games that are combined with exercise (VR exergames) are a plausible strategy to encourage physical activity among this population. However, there has been little research regarding the feasibility, acceptability, and potential benefits of deploying at-home VR exergames among community-dwelling older adults.
OBJECTIVE
The objectives of this pilot study are to i) estimate the feasibility, usability, and acceptability of a co-designed VR exergame in community-dwelling older adults; ii) examine the feasibility of the intervention and assessment protocols to use them in a future large-scale trial; and iii) provide pilot data on outcomes of interest including physical activity, exercise self-efficacy, mood, cognition, perception, and gameplay metrics.
METHODS
The pilot study will be a remote, 6-week intervention study consisting of an experimental and a control group. A sample of at least 12 community-dwelling older adults (with no or mild cognitive impairment) will be recruited for each group. Both participant groups will follow the same study procedures and assessment methods. However, participants in the experimental group will engage with a co-designed VR exergame (Seas The Day) three times/week for approximately 20 minutes, using the Oculus Quest 2 VR headset. Those recruited for the control study will not have exposure to the exergame and instead they will read thrice/week for approximately 20 minutes over the 6-week period. A mixed-methods evaluation will be used. Changes in physical activity, exercise self-efficacy, mood, cognition, and perception will be analyzed pre- and post-acute as well as pre- and post-6 weeks between the experimental (exergaming) and control (reading) groups. Qualitative data from post-intervention focus groups/interviews, as well as informal notes and reports from all participants, will be analyzed to assess the feasibility of the study protocol. Qualitative data from the experimental group will also be analyzed to assess the feasibility, usability, and acceptability of at-home VR exergame and explore perceived facilitators and barriers of uptaking VR systems among community-dwelling older adults.
RESULTS
The screening and recruitment process for the experimental group started in May 2021 and the data collection process will be ongoing until September 2021. Recruitment process for the control group has not started, however, data collection will be complete by December 2021.
CONCLUSIONS
This pilot study with an experimental and control group will provide important information on the feasibility, acceptability, and usability of a custom-made VR exergaming intervention to promote older adults’ well-being. Findings from this study will be useful to inform the methodology, design, study procedures, and assessment protocol for future large-scale trials of VR exergames with older adults as well as deepening the understanding of remote deployment and at-home use of VR for older adults exercise.