Abstract
Background and Purpose
Virtual reality (VR) technology with multisensory feedbacks enables participants perceiving the environment as real and 3D and thus increasing their engagement. Older adults and people with neurological-based disorders may have lower efficient in cognitive processing which may subsequently affect their participation in daily living. This study aims at investigating the immediate effect of immersive VR game on spatial working memory (SWM).
Methods
There are three groups of participants: young adults (YA; n=29), healthy older adults (HOA; n=41) and older adults with mild cognitive impairment (MOA; n=16). All of them received a 30-minute session of immersive VR game. Their performance on Spatial Working Memory test of CANTAB with three difficulty levels (low - SWMBE4, medium - SWMBE6, and high - SWMBE8)were recorded before and after the VR game.
Results
This study found that significantly less errors were made during posttest compared with pretest for both SWMBE6 (p<.01) and SWMBE8 (p<.05) in YA group. In both HOA and MOA groups, significantly less errors were made during posttest compared with pretest for both SWMBE4 (p<.01)and SWMBE6 (p<.05). It is worth to note that approximately 8% of older adults reported cyber-sickness in the VR game during screening process and thus they were not included in this study.
Conclusion
Immediate positive effect of immersive VR game on SWM of both young and older adults was found. Older adults with and without cognitive impairment might benefit from the VR game, but safety precautions on cybersickness should be observed.
Virtual reality (VR) technology with multisensory feedbacks enables participants perceiving the environment as real and 3D and thus increasing their engagement. Older adults and people with neurological-based disorders may have lower efficient in cognitive processing which may subsequently affect their participation in daily living. This study aims at investigating the immediate effect of immersive VR game on spatial working memory (SWM).
Methods
There are three groups of participants: young adults (YA; n=29), healthy older adults (HOA; n=41) and older adults with mild cognitive impairment (MOA; n=16). All of them received a 30-minute session of immersive VR game. Their performance on Spatial Working Memory test of CANTAB with three difficulty levels (low - SWMBE4, medium - SWMBE6, and high - SWMBE8)were recorded before and after the VR game.
Results
This study found that significantly less errors were made during posttest compared with pretest for both SWMBE6 (p<.01) and SWMBE8 (p<.05) in YA group. In both HOA and MOA groups, significantly less errors were made during posttest compared with pretest for both SWMBE4 (p<.01)and SWMBE6 (p<.05). It is worth to note that approximately 8% of older adults reported cyber-sickness in the VR game during screening process and thus they were not included in this study.
Conclusion
Immediate positive effect of immersive VR game on SWM of both young and older adults was found. Older adults with and without cognitive impairment might benefit from the VR game, but safety precautions on cybersickness should be observed.
Original language | English |
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Publication status | Published - 27 Aug 2022 |
Event | The 15th International Convention on Rehabilitation Engineering and Assistive Technology: Enabling all with assistive technology - , Hong Kong Duration: 26 Aug 2022 → 28 Aug 2022 https://www6.rs.polyu.edu.hk/icreate/index.php/createasia/ |
Conference
Conference | The 15th International Convention on Rehabilitation Engineering and Assistive Technology |
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Abbreviated title | i-CREATE |
Country/Territory | Hong Kong |
Period | 26/08/22 → 28/08/22 |
Internet address |