Abstract
Introduction: The global demographic shift towards an older population necessitates innovative methods to assess cognitive abilities, particularly spatial working memory, which is crucial for daily living and early detection of neurocognitive conditions like Alzheimer's disease. Methods: This qualitative study utilised the Virtual Reality Working Memory Task (VRWMT), a semi-immersive VR activity using keyboard navigation, to assess spatial working memory in older adults. Participants were recruited from community centres and categorised by age and technological familiarity. Focus groups evaluated user perceptions based on the Technology Acceptance Model constructs: Perceived Usefulness, Perceived Ease of Use, Attitude Toward Usage, and Behavioural Intention to Use. The study aimed to assess the acceptability and feasibility of VRWMT across diverse populations, examining its navigational simplicity, emotional engagement, and willingness to endorse VRWMT for routine cognitive assessments. Results: Findings indicated significant variations in perceived usefulness, ease of use, attitude toward using, and behavioural intention to use across different age groups and socio-demographic characteristics. High-technology-familiarity participants found VRWMT easy to use and engaging, while those with low familiarity struggled with navigation and engagement. Socio-demographic factors such as limited digital literacy and lack of standby support impact technology adoption. Higher technological familiarity leads to better acceptance and feasibility of VRWMT. Discussion: VRWMT can enhance cognitive health monitoring and therapeutic interventions. The results highlighted that personalised pathways and user-friendly interfaces can improve accessibility and engagement, making VRWMT a valuable tool for cognitive assessments, as part of Occupational Therapy, in diverse populations.
| Original language | English |
|---|---|
| Article number | 1570594 |
| Journal | Frontiers in Psychiatry |
| Volume | 16 |
| DOIs | |
| Publication status | Published - 1 Jul 2025 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
Keywords
- feasibility and acceptance
- gamified assessment
- spatial-working memory
- technology acceptance model
- virtual reality
ASJC Scopus subject areas
- Psychiatry and Mental health
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