Suppr超能文献

沉浸式虚拟现实运动游戏促进社区居家老年人福祉:一项混合方法试点研究方案

Immersive Virtual Reality Exergames to Promote the Well-being of Community-Dwelling Older Adults: Protocol for a Mixed Methods Pilot Study.

作者信息

Mehrabi Samira, Muñoz John E, Basharat Aysha, Boger Jennifer, Cao Shi, Barnett-Cowan Michael, Middleton Laura E

机构信息

Department of Kinesiology, University of Waterloo, Waterloo, ON, Canada.

Department of Systems Design Engineering, University of Waterloo, Waterloo, ON, Canada.

出版信息

JMIR Res Protoc. 2022 Jun 13;11(6):e32955. doi: 10.2196/32955.

Abstract

BACKGROUND

Despite the proven benefits of exercise in older adults, challenges such as access and motivation can deter their engagement. Interactive virtual reality (VR) games combined with exercise (exergames) are a plausible strategy to encourage physical activity among this population. However, there has been little research on the feasibility, acceptability, and potential benefits of deploying at-home VR exergames among community-dwelling older adults.

OBJECTIVE

The objectives of this study are to estimate the feasibility, usability, and acceptability of a co-designed VR exergame in community-dwelling older adults; examine intervention feasibility and assessment protocols for a future large-scale trial; and provide pilot data on outcomes of interest (physical activity, exercise self-efficacy, mood, cognition, perception, and gameplay metrics).

METHODS

The study will be a remote, 6-week intervention comprising 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 groups will follow the same study procedures and assessment methods. However, the experimental group will engage with a co-designed VR exergame (Seas The Day) thrice weekly for approximately 20 minutes using the Oculus Quest 2 (Facebook Reality Labs) VR headset. The control group will read (instead of playing Seas The Day) thrice weekly 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 compared before and after acute data as well as before and after the 6 weeks between the experimental (exergaming) and control (reading) groups. Qualitative data from postintervention focus groups or interviews and 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 exergames and explore perceived facilitators of and barriers to 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 completed by September 2021. The timeline of the recruitment process for the control group is September 2021 to December 2021. We anticipate an estimated adherence rate of ≥80%. Challenges associated with VR technology and the complexity of remote assessments are expected.

CONCLUSIONS

This pilot study 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 deepen the understanding of remote deployment and at-home use of VR for exercise in older adults.

INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): DERR1-10.2196/32955.

摘要

背景

尽管锻炼对老年人的益处已得到证实,但诸如机会获取和积极性等挑战可能会阻碍他们参与锻炼。交互式虚拟现实(VR)游戏与锻炼相结合(即健身游戏)是鼓励这一人群进行体育活动的一种可行策略。然而,关于在社区居住的老年人中部署家用VR健身游戏的可行性、可接受性和潜在益处的研究很少。

目的

本研究的目的是评估一款共同设计的VR健身游戏在社区居住老年人中的可行性、可用性和可接受性;检查未来大规模试验的干预可行性和评估方案;并提供有关感兴趣结果(身体活动、锻炼自我效能感、情绪、认知、感知和游戏指标)的试点数据。

方法

该研究将是一项为期6周的远程干预,包括一个实验组和一个对照组。每组将招募至少12名社区居住的老年人(无或轻度认知障碍)。两组将遵循相同的研究程序和评估方法。然而,实验组将使用Oculus Quest 2(Facebook Reality Labs)VR头戴式设备,每周三次参与一款共同设计的VR健身游戏(《把握今日》),每次约20分钟。对照组将在6周内每周三次阅读(而不是玩《把握今日》),每次约20分钟。将采用混合方法进行评估。将比较实验组(健身游戏组)和对照组(阅读组)在急性数据前后以及6周前后身体活动、锻炼自我效能感、情绪、认知和感知的变化。将分析干预后焦点小组或访谈的定性数据以及所有参与者的非正式笔记和报告,以评估研究方案的可行性。还将分析实验组的数据,以评估家用VR健身游戏的可行性、可用性和可接受性,并探索社区居住老年人采用VR系统的感知促进因素和障碍。

结果

实验组的筛选和招募过程于2021年5月开始,数据收集过程将于2021年9月完成。对照组的招募时间为2021年9月至2021年12月。我们预计依从率≥80%。预计会出现与VR技术相关的挑战以及远程评估的复杂性。

结论

这项试点研究将提供有关定制VR健身游戏干预措施促进老年人健康的可行性、可接受性和可用性的重要信息。本研究的结果将有助于为未来针对老年人的VR健身游戏大规模试验的方法、设计、研究程序和评估方案提供参考,并加深对VR在老年人锻炼中的远程部署和家用使用的理解。

国际注册报告识别码(IRRID):DERR1-10.2196/32955。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac2b/9237784/0907ae616064/resprot_v11i6e32955_fig1.jpg

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验