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基于虚拟现实的认知刺激对健康老年志愿者的可用性和耐受性——一项可行性临床试验

Usability and Tolerability of Virtual Reality-Based Cognitive Stimulation in Healthy Elderly Volunteers-A Feasibility Clinical Trial.

作者信息

Faisal Hina, Lim Wesley, Dattagupta Antara, Lin Peter, Gupta Rohan, Lai Eugene C, Xu Jiaqiong, Wong Stephen T, Masud Faisal N

机构信息

Department of Surgery, Houston Methodist Hospital, Houston, Texas, USA.

Center for Critical Care, Houston Methodist Hospital, Weill Cornell Graduate School of Medical Sciences, Houston, Texas, USA.

出版信息

Games Health J. 2025 Apr;14(2):136-145. doi: 10.1089/g4h.2024.0039. Epub 2024 Aug 7.

Abstract

The aim of the current pilot study was to evaluate the usability, acceptability, and tolerability of virtual reality (VR)-based cognitive stimulation exercises (CSEs) in healthy young versus old populations before health care integration. A secondary aim was to assess the accuracy of VR games as a proxy for cognitive stimulation, specifically for attention. VR-based CSEs promise to improve attention and brain function through varied learning systems. This is a Phase 1 feasibility clinical trial at a single center. It involves 30 healthy volunteers randomly selected using the American Society of Anesthesiologists (ASA) physical status classification system. Participants fall into ASA 1 (age >18-35 years, = 15) or ASA 2 (age >60 years, = 15) categories. All participants tested the ReCognitionVR-based CSEs. Feasibility criterion: Participants in each group were monitored for completion of 20 minutes of VR-based CSEs. Acceptability criterion: Proportion of participants with system usability scale (SUS) >35 or SUS score of 87.5. Safety (tolerability) monitoring: Sessions were monitored for neurological, cardiovascular, or pulmonary adverse events (AEs). Safety criterion: No more than 10% of sessions stopped due to neurological, cardiovascular, or pulmonary AEs. The primary outcome (feasibility) of ReCognitionVR-based CSEs was 100%. For the secondary outcome (acceptability), there was no group difference in SUS scores (ASA 1 = 88.17 ± 12.83 vs. ASA 2 = 88.39 ± 10.22, = 0.81). For the tertiary outcome (safety), mild transient uneasiness was reported by two (13.4%) ASA 1 participants (resolved in 2 minutes), and one (6.67%) ASA 1 participant experienced a temporary >20% increase in blood pressure from baseline. No ASA 2 participants had AEs. The feasibility, acceptability, and safety of ReCognitionVR-based CSEs in healthy elderly volunteers are acceptable, indicating that the evaluation of the ReCognitionVR-based CSEs in hospitalized patients is reasonable.

摘要

当前这项初步研究的目的是,在医疗保健整合之前,评估基于虚拟现实(VR)的认知刺激练习(CSE)在健康年轻人群与老年人群中的可用性、可接受性和耐受性。次要目的是评估VR游戏作为认知刺激(特别是注意力方面)替代指标的准确性。基于VR的CSE有望通过多种学习系统改善注意力和脑功能。这是一项在单一中心进行的1期可行性临床试验。研究涉及30名使用美国麻醉医师协会(ASA)身体状况分类系统随机选取的健康志愿者。参与者分为ASA 1组(年龄>18 - 35岁,n = 15)或ASA 2组(年龄>60岁,n = 15)。所有参与者都测试了基于ReCognitionVR的CSE。可行性标准:监测每组参与者完成20分钟基于VR的CSE的情况。可接受性标准:系统可用性量表(SUS)>35或SUS得分87.5的参与者比例。安全性(耐受性)监测:监测各场次是否出现神经、心血管或肺部不良事件(AE)。安全标准:因神经、心血管或肺部AE而停止的场次不超过10%。基于ReCognitionVR的CSE的主要结局(可行性)为100%。对于次要结局(可接受性),SUS得分在两组之间无差异(ASA 1组 = 88.17 ± 12.83,ASA 2组 = 88.39 ± 10.22,p = 0.81)。对于第三结局(安全性),两名(13.4%)ASA 1组参与者报告有轻度短暂不适(2分钟内缓解),一名(6.67%)ASA 1组参与者血压较基线暂时升高>20%。没有ASA 2组参与者出现AE。基于ReCognitionVR的CSE在健康老年志愿者中的可行性、可接受性和安全性是可接受的,这表明在住院患者中对基于ReCognitionVR的CSE进行评估是合理的。

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