School of Rehabilitation Sciences, Faculty of Health Sciences, University of Ottawa, Canada.
Interdisciplinary School of Health Sciences, Faculty of Health Sciences, and Brain and Mind Research Institute, University of Ottawa, Canada.
Disabil Rehabil Assist Technol. 2024 Oct;19(7):2482-2490. doi: 10.1080/17483107.2023.2298839. Epub 2023 Dec 26.
This scoping review aims to identify evidence on older adults' acceptance of PA VR games in LTC facilities, describe research designs used, define key acceptance concepts, and identify knowledge gaps for future research.
Following Arksey and O'Malley's framework, data from published and unpublished articles (Jan 2000-May 2023) were collected. Twelve databases and additional sources were searched for studies on LTC residents (≥65 years), PA video games (including VR and console games), acceptance, and attitudes. Data extraction included article details, design, population, intervention, outcomes, and limitations.
Five studies met inclusion criteria from 1628 initial titles. They assessed acceptance of PA VR games among older adults in LTC facilities, showing varying levels of acceptance. Most studies used analytical designs, including RCTs. Key concepts of VR acceptance were poorly defined, with only one study using a validated TAM questionnaire. Knowledge gaps highlight the need for further research to understand PA VR acceptance among older adults in LTC facilities.
Validated acceptance questionnaires are needed in study of VR acceptance by older adults. Use of qualitative and quantitative methods can enhance understanding of technology acceptance, alongside exploration of individual, environmental, and age-related factors. Detailed reporting of VR interventions is recommended to comprehend acceptance factors.
本范围综述旨在确定有关老年人在长期护理机构中对 PA VR 游戏接受程度的证据,描述所使用的研究设计,定义关键接受概念,并确定未来研究的知识空白。
根据 Arksey 和 O'Malley 的框架,收集了 2000 年 1 月至 2023 年 5 月期间已发表和未发表的文章中的数据。对涉及长期护理居民(≥65 岁)、PA 视频游戏(包括 VR 和控制台游戏)、接受度和态度的研究进行了 12 个数据库和其他来源的搜索。数据提取包括文章详细信息、设计、人群、干预、结果和局限性。
从 1628 个初始标题中,有 5 项研究符合纳入标准。它们评估了长期护理机构中老年人对 PA VR 游戏的接受程度,显示出不同程度的接受程度。大多数研究使用分析设计,包括 RCT。VR 接受的关键概念定义不明确,只有一项研究使用了经过验证的 TAM 问卷。知识空白突出表明需要进一步研究以了解长期护理机构中老年人对 PA VR 的接受程度。
需要在老年人对 VR 接受程度的研究中使用经过验证的接受问卷。结合个体、环境和与年龄相关因素的探索,使用定性和定量方法可以增强对技术接受的理解。建议详细报告 VR 干预措施,以了解接受因素。