Eckert Martin, Radhakrishnan Varsha, Ostermann Thomas, Ehlers Jan Peter, Hohenberg Gregor
Stabsstelle für Digitalisierung und Wissensmanagement, Hochschule Hamm-Lippstadt, 59063 Hamm, Germany.
Fakultät für Gesundheit, Universität Witten-Herdecke, 58455 Witten, Germany.
Healthcare (Basel). 2025 Aug 15;13(16):2013. doi: 10.3390/healthcare13162013.
This review investigates the use of virtual and augmented reality games in dementia care. It provides an insight into the last 13 years of research, including the earliest publications on this topic, and takes a systematic and bibliographic approach. We sourced research publications from three different scientific databases (PubMed, Scopus, and APA PsycInfo) for this publication. We chose the PRISMA approach and categorized the studies according to the publisher. A set of 12 variables was defined across three categories (bibliographic, medical, and technical). Of the 389 identified articles, 36 met the inclusion and exclusion criteria. After a phase of pilot studies mainly being conducted, the number of publications increased by four times but decreased again in 2023. Dominating were pilot and feasibility studies; 8 out of the 36 trials were RCTs. The median trial population was 24, and the protocols were performed for an average of 10 weeks, with two 40-min sessions a week. Simulator sickness was reported but not by the majority of participants. A total of 59% of the studies used fully immersive 3D-VR systems. We identified only three publications that provided high immersion quality. These findings indicate the positive effects of using virtual and augmented reality systems on participants' cognitive function and mood. This publication focuses on the technical aspects of the applied technologies and immersion levels of the patients. Using augmented and virtual reality methods to improve the quality of life and physical interaction of dementia patients shows the potential to enhance cognitive functioning in this population, but further investigation and multicenter RCTs are needed. There are strong indications that this research branch has high potential to benefit both caretakers and patients.
本综述调查了虚拟现实和增强现实游戏在痴呆症护理中的应用。它深入探讨了过去13年的研究情况,包括关于该主题的最早出版物,并采用了系统的文献研究方法。我们从三个不同的科学数据库(PubMed、Scopus和APA PsycInfo)中获取了本出版物的研究文献。我们采用PRISMA方法,并根据出版商对研究进行分类。在三个类别(文献、医学和技术)中定义了一组12个变量。在389篇已识别的文章中,36篇符合纳入和排除标准。在主要进行了试点研究阶段后,出版物数量增加了四倍,但在2023年又有所下降。主导的是试点和可行性研究;36项试验中有8项是随机对照试验。试验人群的中位数为24人,方案平均执行10周,每周进行两次40分钟的课程。有报告称出现了模拟器晕动症,但大多数参与者并未出现。共有59%的研究使用了完全沉浸式的3D-VR系统。我们仅发现三篇提供高沉浸质量的出版物。这些发现表明使用虚拟现实和增强现实系统对参与者的认知功能和情绪有积极影响。本出版物关注应用技术的技术方面以及患者的沉浸程度。使用增强现实和虚拟现实方法来改善痴呆症患者的生活质量和身体互动显示出增强该人群认知功能的潜力,但需要进一步的调查和多中心随机对照试验。有充分迹象表明,这个研究分支有很大潜力使护理人员和患者都受益。
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