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a Faculty
of Health, University of Canberra, Canberra, ACT, Australia; b Collaborative Research in Bioactives and Biomarkers
(CRIBB) Group, University of Canberra, Canberra, ACT, Australia; c Discipline of Sport and Exercise Science, Research Institute
for Sport and Exercise, Faculty of Health, University of Canberra, Canberra, ACT, Australia; d Discipline of Biokinetics, Exercise
and Leisure Sciences, School of Health Sciences, University of KwaZulu-Natal, Durban, South Africa; e Australian National
University Medical School, Australian National University, Canberra, ACT, Australia; f School of Medicine, University of Notre
Keywords the participants, improved their mood and apathy, and were
Virtual reality · Dementia · Mild cognitive impairment · preferred when compared with nonvirtual experiences.
Alzheimer’s disease · Feasibility studies However, small sample sizes and variations in study design
limit the generalizability of the results. Nevertheless, the use
of virtual and augmented reality technology for PLWD and
Abstract MCI is a novel and emerging method which may provide
Assistive technology including virtual reality and augment- cognitive stimulation and improve well-being. Future re-
ed reality has gained interest as a novel intervention in a search should explore the potential application of this tech-
range of clinical settings. This technology has the potential nology to promote social interaction in both the community
to provide mental stimulation, a connection to autobio- and aged care settings. We suggest future studies in PLWD
graphical memory through reminiscence, and enhanced and MCI assess the effects of more sustained use of virtual
quality of life (QoL) to people living with dementia (PLWD) and augmented reality technology on psychological out-
and mild cognitive impairment (MCI). In this mini-review, we comes including QoL, apathy, and depressive symptoms,
examine the available evidence from studies reporting on with the incorporation of physiological biomarker outcomes.
the potential benefits of virtual and augmented reality to © 2019 S. Karger AG, Basel
provide enjoyable, leisurely activities that may promote QoL
and psychological well-being and facilitate social interac-
tion. In total, 10 studies of varying study designs and dura- Introduction
tions (5 min to 6 months) using virtual (n = 9) and augment-
ed reality (n = 1) were examined in PLWD (n = 6) and MCI (n = The increased prevalence of neurodegenerative condi-
3), in addition to 1 study that included participants with both tions, such as dementia, presents a major public health
conditions. Overall, the virtual experiences were enjoyed by burden globally, resulting in longer but not necessarily
Study Design Sample size Type and focus Intervention Measures Results Conclusion
(Country) feature
Aruanno Mixed People with AD: Semi-immersive Augmented reality Self-report questionnaire Participants assigned positive The MemHolo
and Garzotto methods n = 11 (M = 6, Engagement, head-mounted including simplified ratings to the experience for was enjoyable and
[15] (Italy) F = 5; age: enjoyment HoloLens System likeability, engagement, and well accepted,
84.2±7.3 years) (MemHolo) finding Usability Scale (Likert comfort; observers noted although
activities: scale) difficulty using the “clicking” the technology
1. Short-term Observations from the system, and successful could be more
memory activity therapist and carer completion of the activities user friendly
2. Memory game varied. for AD.
3. Memory game
with spatial mapping
(duration: 15 min)
Bourrelier Mixed People with MCI: Immersive Virtual environment Interviews to assess Participants enjoyed the The implicit VR
et al. [20] methods n = 7 (M = 3, F = 4; Engagement, displayed on 2 large participants’ feelings experiences and showed a experience was
(France) cross-over age: 79.1±4.7 years) enjoyment screens with about and relationship good perception of the preferred, and the
Healthy group: head-mounted 3-D with VR elements involved. There technology
n = 17 (M = 9, F = 6; glasses and Performance in the was difficulty understanding generated
age: 76.6±5.1 years) body-tracking scenarios the explicit session; however, a sense of a
sensors: engagement with the competitive spirit.
1. Implicit scenario: physiotherapist was viewed
harvesting-fruit as motivating and entertaining;
scenario the competitive spirit was
2. Explicit scenario: higher in all of the participants
physiotherapist-led but slightly lower in the MCI
exercise session group, as were appropriate
(duration: 40 min movements in the implicit
in total) session (p < 0.001).
Eisapour Pre and People with Immersive 1. Therapist-guided Pre and post Overall levels of ease of the The VR
et al. [21] post study dementia: n = 6 Therapeutic, exercise questionnaires tasks were higher in VR than experiences
(Canada) (M = 1, F = 5; exergaming 2. Immersive VR (5-point Likert scale) in the human-guided exercise were comparable
age = 86.8 years) farm environment (p > 0.05). to the
3. Immersive VR therapist-guided
gym environment exercise.
(duration: 1 week
each [within 20 min],
5 times/week)
Hofmann Randomized AD group: n = 9 Nonimmersive Interactive cognitive CDR, MMSE, In the AD group mistakes The task
et al. [22] controlled (M = 2, F = 7; Cognitive training program Trail-Making were reduced (p < 0.044) and performance
(Germany) trial age = 68.1 years) training simulating Test A, Self-Rating training gains were sustained, and enjoyment
People with major (spatial a shopping route Scale while performance remained of AD group
depressive disorder: orientation, (duration: 12 weeks, consistent in the other groups. improved over
n = 9 (M = 2, F = 7; cognitive 3 times/week) time.
age = 67.3 years) flexibility,
Healthy controls: long-term
n = 10 (M = 3, memory)
F = 7; age =
69.3 years)
Man Randomized People with Nonimmersive Nonimmersive VR Multifactorial Memory The VR group improved in The VR group
et al. [23] controlled questionable Cognitive memory-training Questionnaire, Fuld all 3 FOME scores: total performed better
(Hong Kong) trial dementia training program vs. Object encoding, total recall, delayed than the non-VR
(MCI): VR group, (episodic therapist-led Memory Evaluation, recall (p < 0.05) and MMQ group in objective
n = 20 (M = 3, memory) memory Hong Kong strategy (p = 0.048). memory tasks.
F = 17; age = training sessions Chinese version of
80.3±1.21 years) (duration: 10 the Lawton
Therapist-led sessions [30 min], Instrumental Activities
group: n = 24 2–3 times/week) of Daily Living
(M = 2, F = 22;
age = 80.3±1.31
years)
Mendez Mixed People with Immersive Immersive interview Self-reported levels Overall, participants were The virtual
et al. [25] methods behavioral-variant Therapeutic with avatars in an of arousal, stress, more open to communicating experience
frontotemporal immersive anxiety, anger, fatigue, with the avatars and endorsing was safe and well
dementia: n = 5 virtual environment and attention problems related to their accepted,
(M = 2, F = 3; (conference table) (Likert scale) condition compared with facilitating
age = 56.0±12.8 (duration: 1 session) Observations of head the same interview in the an improvement
years) turning and analysis real world. in
of verbal responses There was no difference in social-emotional
Heart rate pre and post measures on behavior.
the Mean Stress Symptom
Rating Questionnaire.
Study Design Sample size Type and focus Intervention Measures Results Conclusion
(Country) feature
Manera Randomized MCI group: n = 28 Immersive VR attention task Self-report questionnaire, 39 participants (68.4%) Participants
et al. [24] controlled (M = 15, F = 13; Cognitive selecting apathy (diagnostic criteria), preferred the VR intervention, preferred VR
(France) trial age = 75±6.8 years) training characters in a task performance 15 (26.3%) preferred the paper over paper
Dementia group (attention) familiar condition, and 4 (5.3%) conditions,
n = 29 (M = 17, location with a expressed no preference. suggesting that
F = 12; age = wireless mouse The MCI group had a better VR-based
76.3±7.2 years) (duration: 5 min task performance compared training can be
per scene) to the AD group (p = 0.008). used to improve
adherence to
cognitive
training.
Moyle Mixed Residents with Immersive VR forest Observed Emotion Rating Residents experienced more VR forest has
et al. [26] methods dementia: n = 10 Engagement, (duration: Scale, Person-Environment pleasure (p = 0.008), a greater a positive impact
(Australia) (M = 3, F = 7; enjoyment, 15-min session) Apathy Rating, type of level of alertness (p < 0.001), on mood but
age = 89±4.7 years) apathy Engagement, semistructured and higher fear/anxiety also a higher
Family members: interviews evaluating the (p = 0.16). level of
n = 10 overall experience fear/anxiety.
Care staff: n = 9
Optale Randomized People with MCI: Immersive Intervention: Self-report questionnaire, The intervention group Participants in
et al. [27] controlled n = 36 (M = 12, Cognitive VR memory training MMSE, verbal story recall, improved in memory tasks the intervention
(Italy) trial F = 24; age = training along with auditory phonemic verbal fluency, (p = 0.043). group showed
80.0 years) (verbal session Control: music dual-task performance, Controls performed worse in improvements
memory, therapy (duration: 3 Cognitive Estimation Test, memory tasks (p < 0.001). in cognitive
executive auditory and 3 Clock Drawing Test, outcomes while
functions) VR sessions every 2 activities of daily living a progressive
weeks + 1 auditory and (functional and mobility), decline was
1 VR session instruments of reported in the
per week in the daily living, Geriatric control group.
following 3 months) Depression Scale
Siriaraya Qualitative ∼20 residents Immersive Three VR prototypes: Observations, focus Three themes were identified: VR created ludic
and Ang with dementia, Therapeutic reminiscence room, groups, interviews augmenting the sense of self, experiences and
[28] (UK) 6 carers/ activity virtual river and park designing ludic experiences, facilitated
facilitators, 2 tours, and gardening user interactions. interaction for
care managers (duration: NR) people with
(age = NR) dementia.
Ages are presented as means ± SD. M, males; F, females; FOME, Fuld Object Memory Evaluation; IBVE, image-based virtual environment; NR, not reported.
3-month training period (p = 0.025) but not after the ing out specific tasks. Practice effects were observed in
booster period. Higher depressive symptoms were ob- both groups; however, the intervention group performed
served in the control group after 3 months but not after better in total encoding, total recall and delayed recall in
the booster. the Fuld Object Memory Evaluation and the Multifacto-
Similarly, findings were reported in another random- rial Memory Questionnaire (strategy) (all p < 0.001).
ized controlled trial (n = 44) of participants with ques- However, only the non-virtual reality group reported im-
tionable dementia (indicated by the CDR scale as consis- provements in the Multifactorial Memory Questionnaire
tent with MCI) using nonimmersive scenario-based vir- (contentment).
tual reality memory training, while participants in the The most recent study identified examined the use of
control groups underwent therapy-led non-virtual reality the HoloLens (Microsoft Corp., Redmond, WA, USA) de-
sessions of memory training using similar scenarios [23]. vice, an augmented reality system that presents computer-
The computer-generated virtual reality experience pre- generated 3-D objects in the real environment, on people
sented 2 scenarios: firstly, a home setting with 2 bed- with AD [15]. The authors tested 3 activities (MemHolo)
rooms, a living room, a dining room, a kitchen, and a which required participants to click to open objects to re-
bathroom, and, secondly, a convenience store with sev- veal their content and use their short-term memory to
eral products, refrigerators, and a cashier. Participants match items and progress through the scenario. Overall,
were given verbal and written instructions and timed participants responded that they enjoyed the virtual expe-
while navigating the scenarios using a joystick and carry- rience and were able to follow the instructions with assis-
Nathan M. D’Cunha is supported by a Dementia Australia Re- The authors have no funding sources to disclose.
search Foundation PhD scholarship.
Author Contributions
Statement of Ethics
N.M.D., N.N., and S.I. designed this study and devised the re-
The authors have no ethical conflicts to disclose. search questions. N.M.D. and D.N. drafted this paper and carried
out the literature review and data extraction. N.N., A.J.M., E.N.G.,
J.K., J.F., and S.I. contributed to the writing and provided critical
Disclosure Statement feedback. N.M.D. was in charge of editing, reviewing, and format-
ting the final version of this paper. All of the authors read and con-
The authors have no conflicts of interest to declare. tributed to this work.
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