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Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study

BACKGROUND: Unlike most virtual reality (VR) training programs that are targeted at homogenous populations, a set of VR games for rehabilitation purposes targeted at a heterogeneous group of users was developed. The VR games covered physical training, cognitive training (classification and reality o...

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Autores principales: Chau, Pui Hing, Kwok, Yan Yan Jojo, Chan, Mee Kie Maggie, Kwan, Ka Yu Daniel, Wong, Kam Lun, Tang, Ying Ho, Chau, Kan Lung Peter, Lau, Sheung Wa Matthew, Yiu, Yan Yan Yannex, Kwong, Mei Yan Fanny, Lai, Wai Ting Thomas, Leung, Mun Kit
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8132975/
https://www.ncbi.nlm.nih.gov/pubmed/33944795
http://dx.doi.org/10.2196/27640
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author Chau, Pui Hing
Kwok, Yan Yan Jojo
Chan, Mee Kie Maggie
Kwan, Ka Yu Daniel
Wong, Kam Lun
Tang, Ying Ho
Chau, Kan Lung Peter
Lau, Sheung Wa Matthew
Yiu, Yan Yan Yannex
Kwong, Mei Yan Fanny
Lai, Wai Ting Thomas
Leung, Mun Kit
author_facet Chau, Pui Hing
Kwok, Yan Yan Jojo
Chan, Mee Kie Maggie
Kwan, Ka Yu Daniel
Wong, Kam Lun
Tang, Ying Ho
Chau, Kan Lung Peter
Lau, Sheung Wa Matthew
Yiu, Yan Yan Yannex
Kwong, Mei Yan Fanny
Lai, Wai Ting Thomas
Leung, Mun Kit
author_sort Chau, Pui Hing
collection PubMed
description BACKGROUND: Unlike most virtual reality (VR) training programs that are targeted at homogenous populations, a set of VR games for rehabilitation purposes targeted at a heterogeneous group of users was developed. The VR games covered physical training, cognitive training (classification and reality orientation), community-living skills training, and relaxing scenery experiences. Special considerations for local older adults and people with disabilities were made in terms of hardware choice and software design. OBJECTIVE: This study aimed to evaluate the feasibility, acceptance, and efficacy of VR training among users with varying abilities. METHODS: A single-arm pretest-posttest evaluation study was conducted. The participants of the evaluation study were encouraged to undergo 30-minute VR training three times a week for 6 weeks. The 30-minute session consisted of 10 minutes of upper-limb motion games, 10 minutes of lower-limb motion games, and 10 minutes of cognitive games/community-living skills training/relaxing scenery experiences, as appropriate. On completion of each session, usage statistics were documented via the built-in VR software, whereas feedback on the experience of the VR games and adverse events was collected via self-reports and staff observations. Feasibility was reflected by usage statistics, and acceptance was reflected by positive feedback. In addition, health outcomes, including upper-limb dexterity, functional mobility, cognitive function, and happiness, were assessed at baseline, as well as 6 weeks and 3 months after baseline. The primary outcomes were upper-limb dexterity and acceptance of playing VR games. RESULTS: A total of 135 participants with a mean age of 62.7 years (SD 21.5) were recruited from May 2019 to January 2020, and 124 (91.9%) completed at least one follow-up. Additionally, 76.3% (103/135) of the participants could attend at least 70% of the proposed 18 sessions, and 72.5% (1382/1906) of the sessions had a training time of at least 20 minutes. Linear mixed effect models showed statistically significant effects in terms of upper-limb dexterity (small effect) and cognitive function (moderate effect). Among the 135 participants, 88 provided positive comments. Additionally, 10.4% (14/135) reported mild discomfort, such as dizziness, and none reported severe discomfort. CONCLUSIONS: A set of VR training games for rehabilitation could be applied to users with heterogeneous abilities. Our VR games were acceptable to local older adults and those with different disabilities. Benefits in upper-limb dexterity and cognitive function were observed despite partial compliance to the training protocol. Service providers could refer to our experiences when developing VR training systems for their clients.
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spelling pubmed-81329752021-05-24 Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study Chau, Pui Hing Kwok, Yan Yan Jojo Chan, Mee Kie Maggie Kwan, Ka Yu Daniel Wong, Kam Lun Tang, Ying Ho Chau, Kan Lung Peter Lau, Sheung Wa Matthew Yiu, Yan Yan Yannex Kwong, Mei Yan Fanny Lai, Wai Ting Thomas Leung, Mun Kit J Med Internet Res Original Paper BACKGROUND: Unlike most virtual reality (VR) training programs that are targeted at homogenous populations, a set of VR games for rehabilitation purposes targeted at a heterogeneous group of users was developed. The VR games covered physical training, cognitive training (classification and reality orientation), community-living skills training, and relaxing scenery experiences. Special considerations for local older adults and people with disabilities were made in terms of hardware choice and software design. OBJECTIVE: This study aimed to evaluate the feasibility, acceptance, and efficacy of VR training among users with varying abilities. METHODS: A single-arm pretest-posttest evaluation study was conducted. The participants of the evaluation study were encouraged to undergo 30-minute VR training three times a week for 6 weeks. The 30-minute session consisted of 10 minutes of upper-limb motion games, 10 minutes of lower-limb motion games, and 10 minutes of cognitive games/community-living skills training/relaxing scenery experiences, as appropriate. On completion of each session, usage statistics were documented via the built-in VR software, whereas feedback on the experience of the VR games and adverse events was collected via self-reports and staff observations. Feasibility was reflected by usage statistics, and acceptance was reflected by positive feedback. In addition, health outcomes, including upper-limb dexterity, functional mobility, cognitive function, and happiness, were assessed at baseline, as well as 6 weeks and 3 months after baseline. The primary outcomes were upper-limb dexterity and acceptance of playing VR games. RESULTS: A total of 135 participants with a mean age of 62.7 years (SD 21.5) were recruited from May 2019 to January 2020, and 124 (91.9%) completed at least one follow-up. Additionally, 76.3% (103/135) of the participants could attend at least 70% of the proposed 18 sessions, and 72.5% (1382/1906) of the sessions had a training time of at least 20 minutes. Linear mixed effect models showed statistically significant effects in terms of upper-limb dexterity (small effect) and cognitive function (moderate effect). Among the 135 participants, 88 provided positive comments. Additionally, 10.4% (14/135) reported mild discomfort, such as dizziness, and none reported severe discomfort. CONCLUSIONS: A set of VR training games for rehabilitation could be applied to users with heterogeneous abilities. Our VR games were acceptable to local older adults and those with different disabilities. Benefits in upper-limb dexterity and cognitive function were observed despite partial compliance to the training protocol. Service providers could refer to our experiences when developing VR training systems for their clients. JMIR Publications 2021-05-04 /pmc/articles/PMC8132975/ /pubmed/33944795 http://dx.doi.org/10.2196/27640 Text en ©Pui Hing Chau, Yan Yan Jojo Kwok, Mee Kie Maggie Chan, Ka Yu Daniel Kwan, Kam Lun Wong, Ying Ho Tang, Kan Lung Peter Chau, Sheung Wa Matthew Lau, Yan Yan Yannex Yiu, Mei Yan Fanny Kwong, Wai Ting Thomas Lai, Mun Kit Leung. Originally published in the Journal of Medical Internet Research (https://www.jmir.org), 04.05.2021. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on https://www.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Original Paper
Chau, Pui Hing
Kwok, Yan Yan Jojo
Chan, Mee Kie Maggie
Kwan, Ka Yu Daniel
Wong, Kam Lun
Tang, Ying Ho
Chau, Kan Lung Peter
Lau, Sheung Wa Matthew
Yiu, Yan Yan Yannex
Kwong, Mei Yan Fanny
Lai, Wai Ting Thomas
Leung, Mun Kit
Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study
title Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study
title_full Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study
title_fullStr Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study
title_full_unstemmed Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study
title_short Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study
title_sort feasibility, acceptability, and efficacy of virtual reality training for older adults and people with disabilities: single-arm pre-post study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8132975/
https://www.ncbi.nlm.nih.gov/pubmed/33944795
http://dx.doi.org/10.2196/27640
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