You are on page 1of 11

Technological Section / Mini-Review

Gerontology 2019;65:430–440 Received: December 19, 2018


Accepted after revision: April 1, 2019
DOI: 10.1159/000500040 Published online: May 20, 2019

A Mini-Review of Virtual Reality-Based Interventions


to Promote Well-Being for People Living with
Dementia and Mild Cognitive Impairment
Nathan M. D’Cunha a, b Dung Nguyen a Nenad Naumovski a, b Andrew J. McKune a–d
       

Jane Kellett a, b Ekavi N. Georgousopoulou b, e, f Jane Frost a Stephen Isbel a, b


       

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
 

Dame, Sydney, NSW, Australia

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

© 2019 S. Karger AG, Basel Nathan Martin D’Cunha


Faculty of Health, University of Canberra
University of Canberra Hospital, 20 Guraguma St.
E-Mail karger@karger.com
Bruce, ACT 2617 (Australia)
www.karger.com/ger E-Mail nathan.dcunha @ canberra.edu.au
better lives [1]. Dementia is an umbrella term for a variety mounted displays or high-quality screens within a closed
of neurodegenerative disorders that impair cognitive setting to augmented reality graphics provided on a
functions such as memory, language, and goal-directed smartphone screen. Based on the immersion level, cate-
behaviors [1] and reduce the quality of life (QoL) [2]. The gorization of the technology has been defined as nonim-
discovery of new pharmacological treatments for demen- mersive, semi-immersive, and fully immersive [10].
tia has been largely unsuccessful, bringing into focus the However, all forms of this technology include an interac-
potential for environmental, behavioral, and lifestyle in- tive component and may also feature interactive comput-
terventions to alter the disease course [3, 4]. As such, er-based cognitive training (ICT), which involves deci-
there is a trend towards the investigation of nonpharma- sion-making and learning within the virtual environ-
cological interventions to enhance the well-being and ment.
cognitive function of people living with dementia (PLWD) Virtual and augmented reality may have a wide range
[2]. of applications for PLWD and MCI. Perhaps the most
PLWD present with several comorbidities and poly- well-known application of virtual reality in this setting is
pharmacy, highlighting the need for psychosocial ap- as a tool to enhance clinicians’ and carers’ understanding
proaches to manage dementia and depressive symptoms and attitudes towards the experiences of PLWD through
and improve QoL. Psychosocial interventions are pro- enabling them to experience what it is like to live with de-
posed to reduce the burden of disease, particularly if in- mentia [10, 16]. Recently, virtual and augmented reality
troduced during the early stages of dementia [5–7]. Cur- for PLWD has been under investigation as a cognitive as-
rent psychosocial interventions for dementia include sessment and diagnostic tool and in the promotion of
mindfulness-based activities, life review or storytelling, physical activity [10, 17] and fall prevention [18, 19]. In
and music- and art-based therapies [5, 7]. These activities 2015, a study by García-Betances et al. [10] indicated that
assist PLWD to remain engaged and they provide intel- virtual and augmented reality technology interventions
lectual stimulation, prolong independence, and increase for PLWD lacked high levels of immersion and interac-
QoL. Psychosocial interventions can reduce social isola- tion and that future virtual reality environments should
tion, which is associated with more a rapid cognitive de- be tailored to the needs of PLWD and their symptoms.
cline and a reduced QoL when compared with other mod- Moreover, the authors recommended that PLWD would
ifiable risk factors for dementia [8]. Recently, the use of benefit from greater accessibility to this technology in
assistive technology has come into focus to promote the their homes and residential aged care communities (e.g.,
well-being and QoL of PLWD through person-centered wearable headsets and 3-D smart televisions). However,
experiences. Mild cognitive impairment (MCI) is a broad to date, an in-depth analysis of the potential for virtual
term for people between the stage of normal ageing and and augmented reality to provide enjoyable, leisurely ac-
dementia where memory loss is present but daily activities tivities that may promote QoL and psychological well-
are not impaired [9]. The use of assistive technology and being and facilitate social interaction has not been con-
the potential applications of virtual reality and augmented ducted. This mini-review aimed to examine the results
reality technologies have emerged in a range of medical from feasibility studies and controlled trials of virtual and
settings, including use in PLWD and MCI [10–13]. augmented reality in PLWD and MCI on well-being and
Virtual reality is defined as a computer-simulated real QoL and whether the participants enjoyed the experi-
or imagined 3-D environment which enables users to ex- ence. In addition, we will comment on the safety and ef-
perience the sensation of being present in a different ficacy of the current state of virtual and augmented real-
physical place [14]. Augmented reality enhances the ex- ity technology and the future directions for this area of
perience of the real environment by superimposing “syn- research.
thetic” virtual elements into the view of the physical en-
vironment, usually using a camera, smartphone, or other
vision devices [10, 15]. Mixed reality is described as a Methods
broad intersection between virtual and augmented reali-
ty, which integrates 3-D holograms into the real environ- In October 2018, a nonsystematic literature search was
ment [15]. The level of immersion across virtual, aug- performed using the PubMed and Google Scholar elec-
mented, and mixed reality differs depending on the tronic databases to identify papers with the following
equipment and technology used, ranging from 360° im- search strategy: “virtual reality” or “augmented reality”
mersive virtual reality environments delivered by head- and “dementia.” Articles of interest to this mini-review

Virtual Reality Use in Dementia Gerontology 2019;65:430–440 431


DOI: 10.1159/000500040
were required to be peer reviewed, published in the year training using virtual reality technology on people with
2000 or after to incorporate more recent technology, and cognitive decline. An early study using ICT examined
published in English. Eligible articles were required to: whether the technology could promote cognitive func-
1. Include participants with a diagnosed form of demen- tioning in people with Alzheimer’s disease (AD) (n = 9)
tia, MCI, or cognitive impairment indicated using a compared to individuals with major depressive disorder
validated cognitive screening measure such as the (n = 9) and an age-matched healthy control group (n =
Mini-Mental State Examination (MMSE) or the Clini- 10) [22]. In that study by Hofmann et al. [22], ICT was
cal Dementia Rating (CDR) scale. defined as including interactive digital photographs of
2. Examine the effects of nonimmersive, semi-immer- the participants’ real social and local environment and
sive, and/or fully immersive virtual, augmented, or enabled a total of 120 decisions within the interface. Us-
mixed reality interventions using head-mounted de- ing a series of photographs illustrating a shopping route
vices, or virtual environments, on participants’ QoL, on a computer touch screen (a nonimmersive form of vir-
depressive symptoms, social interaction, enjoyment, tual reality), participants were asked to complete a series
and acceptability. of tasks including route navigation and a free recall task.
The findings of the study indicated that the participants
in the AD group performed worse at baseline testing in
Results all testing variables compared to other groups (p < 0.001).
However, after 12 sessions of interactive cognitive train-
In total, 10 articles were identified and synthesized in ing, the participants in the AD group had a substantial
this mini-review. Nine articles used virtual reality and/or reduction in mistakes while the other groups performed
virtual environments [20–28], while 1 article using aug- similarly, suggesting that interactive cognitive training
mented reality was located [15]. Seven immersive virtual could be suitable for PLWD. Self-reported feedback re-
experiences [20, 21, 24–28], 1 semi-immersive study [15], vealed that participants in the AD group liked the training
and 2 nonimmersive studies [22, 23] were included. more, and it indicated that they could apply this training
PLWD were participants in 6 of the studies [15, 21, 22, 25, to assist them in real-life situations.
26, 28], 3 involved people with MCI [20, 23, 27], and 1 More recently, virtual reality memory training dem-
study included both PLWD and MCI [24]. The number onstrated effectiveness in improving memory functions
of reports of side effects of adverse events was relatively in older people with MCI [27]. In a 6-month randomized
low across the studies. Reported side effects included con- controlled trial (n = 36), the intervention group received
fusion (n = 3) [26, 28], discomfort associated with the immersive computer-generated virtual reality memory
head-mounted device (n = 2) [15, 20], sadness due to training through a head-mounted display using a combi-
memories stimulated during the experience (n = 1) [28], nation of auditory (music) and visual stimuli to create a
tiredness (n = 1) [20], and difficulty with the technology virtual environment and participants navigated the vir-
(n = 1) [15].Results were organized into the following 3 tual surroundings using a joystick. The control group re-
broad categories: cognitive training, reminiscence, and ceived a musical therapy intervention [27]. The primary
therapeutic, which included exercise interventions. The outcome measure in the study was the MMSE, a com-
study designs, sample sizes, outcome measures, and re- monly used screening tool for cognitive impairment.
sults are presented in Table 1. Other aspects of cognition function were also assessed
including attention, and verbal fluency through navigat-
Cognitive Training Using Virtual and Augmented ing the environment, learning routes, and remembering
Reality objects. After a period of 36 sessions over a 3-month
Cognitive training is commonly applied as a method training period, the intervention group showed improve-
of providing stimulation to different areas of the brain, ments in the MMSE (p = 0.014), with maintenance of the
and it is regarded as a promising, nonpharmacological benefits following a 3-month booster phase of 24 sessions
preventative intervention in several different populations (p = 0.044), while the control group MMSE scores de-
[29, 30]. This type of training for PLWD usually involves creased (p = 0.001 and p = 0.003, respectively) compared
the guided practice of a set of standardized tasks to exer- to baseline. Other improvements were also observed, par-
cise the brain across various cognitive domains including ticularly in digit span forward and verbal story recall (all
processing speed, attention, and memory [31]. Several p < 0.05). Depressive symptoms measured using the
studies have sought to examine the effects of cognitive Geriatric Depression Scale decreased after the initial
­

432 Gerontology 2019;65:430–440 D’Cunha/Nguyen/Naumovski/McKune/


DOI: 10.1159/000500040 Kellett/Georgousopoulou/Frost/Isbel
Table 1. Data summary of studies

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.

Virtual Reality Use in Dementia Gerontology 2019;65:430–440 433


DOI: 10.1159/000500040
Table 1. (continued)

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-

434 Gerontology 2019;65:430–440 D’Cunha/Nguyen/Naumovski/McKune/


DOI: 10.1159/000500040 Kellett/Georgousopoulou/Frost/Isbel
tance (when required) from a carer. Nine of the partici- A study by Siriaraya and Ang [28] conducted intrigu-
pants responded that the experience was engaging and ing virtual reality mixed-method investigations (n = 20)
that they would like to reuse the system. The observations using different prototypes to recreating memories and so-
from carers noted that participants had some difficulty cial engagement in PLWD in long-term aged care. Over
with clicking on the objects and one participant had trou- 9 visits, 3 different virtual reality settings (“reminiscence
ble reading the instructions due to her glasses. Interest- room,” “virtual tool,” and “gardening”) were tested in 2
ingly, the authors conducted the study in small groups of aged care facilities, followed by semistructured interviews
2–3 participants which promoted interaction and enabled with care staff regarding the efficacy of the interventions.
participants to provide each other with suggestions. The Results showed that virtual reality activities triggered
findings from these studies suggest that virtual reality- reminiscence, with participants reenacting stories from
based interventions that include cognitive training can be memories (i.e., their gardens). Reminiscence also oc-
beneficial for PLWD and may have lasting effects. curred through their interaction with virtual objects, par-
ticularly with objects of personal relevance [28]. A sense
Virtual Reality and Reminiscence of escapism was reported among participants, with re-
With the adoption of psychosocial interventions in de- ports of “being slipped into an alternate reality” along
mentia care, reminiscence therapy is a commonly used with positive feelings. However, in 1 participant, reminis-
treatment and it has been found to improve the QoL of cence led to feelings of sadness while reflecting on past
PLWD [32]. The intervention works on the premise that experiences, prompting care staff to redirect the partici-
several facets of memory remain intact throughout life pant back into the virtual garden. More studies are need-
and could be used to enhance communication with ed to assess the ability of virtual reality to facilitate remi-
PLWD [32]. Reminiscence therapy typically involves the niscence in PLWD, including studies of reminiscence
discussion of past activities, events, and experiences, us- therapy which provides structure and support for the par-
ing memory triggers as a potential aid [32]. Virtual real- ticipant during and after the virtual experience.
ity interventions could be employed to trigger autobio-
graphical memories due to their high level of immersion Virtual Reality as a Therapeutic Tool
and visual realism [33]. The therapeutic use of virtual reality has gained popu-
Image-based rendering technology has been effective larity in recent years and it has been shown to be enjoy-
in 2 feasibility studies using mixed virtual and augmented able and enhance the sense of control among PLWD [26].
reality experiences in stimulating autobiographical mem- A recent mixed-method pilot study (n = 10) sought to
ory in older adults with minor memory complaints [14, examine the effects of a 15-min interactive and immersive
33]. The same image-based rendering technique was used virtual reality forest experience on the level of engage-
in an immersive study of people with MCI (n = 28) and ment, apathy, and mood states of PLWD from 2 aged care
dementia (n = 29) [24]. Image-based rendering refers to facilities [26]. Quantitative data for emotions, apathy, and
the computerized reconstruction of a real environment, engagement were measured using different scales and
in this case a location familiar to the participants in the questionnaires while semistructured interviews of staff,
city of Nice (France), using a set of photographs. The par- PLWD, and their family members were conducted to
ticipants wore 3-D LCD shutter glasses while sitting 1.9 evaluate the overall experience. Positive feelings towards
m from the screen and completed attention tasks using a the virtual reality forest were reported among partici-
wireless mouse involving the identification of characters pants and their carers, with residents experiencing more
among a crowd of computer-generated characters. The pleasure (p = 0.008) and a greater level of alertness (p <
control condition included the same attention tasks using 0.001) compared to established scores for PLWD in the
2-D prints and placing a rectangle over the characters. Observed Emotion Rating Scale but also a greater level of
Participants reported high levels of satisfaction with the fear or anxiety than normal for this cohort [26]. In addi-
virtual game compared to the paper version of the game. tion, apathy was lower during the experience (p = 0.01),
Additionally, participants who met the baseline criteria suggesting that the participants were immersed in the vir-
for apathy were more interested in the virtual reality con- tual environment. The majority of the participants (n =
dition compared to nonapathetic individuals (p = 0.002) 6) enjoyed the experience, while other participants re-
with 39 of the 57 participants preferring the virtual real- ported boredom and confusion, indicating that interven-
ity condition. Nine participants with MCI or dementia tions such as this one may not be appropriate for all
continued to play the game at the end of the study. PLWD. In this study, there were also several limitations

Virtual Reality Use in Dementia Gerontology 2019;65:430–440 435


DOI: 10.1159/000500040
identified such as the differences in settings between the Discussion
2 facilities (“dark” vs. “light” room) as well as carer facili-
tation styles (“passive” vs. “active” participation). Potential Implications of Virtual Reality for PLWD
Exergaming, the term used to describe video games The focus of this mini-review was to examine the
that include exercise, was employed recently to test the potential for virtual and augmented reality technologies
acceptability of a virtual exercise program compared to to promote the well-being and QoL of PLWD and MCI.
a therapist-led program (n = 6) [21]. In 2 immersive Most studies investigating the use of virtual reality for
virtual reality experiences, PLWD were given a set of PLWD are small exploratory and interpretive feasibility
tasks to complete for 5 days per week in either a farm studies; however, the findings reveal that the technol-
or a gymnasium environment. All of the participants ogy promotes well-being and is well-accepted by both
completed the tasks with equal satisfaction compared to PLWD and MCI. The virtual experiences improved
the therapist-led activities, and 5 wanted to continue mood and apathy and were preferred when compared
with the virtual reality experiences. Similarly, a 2016 with nonvirtual experiences. The reviewed studies are
study by Bourrelier et al. [20] compared people with limited by their sample size (range: 5–57) and the use
MCI and healthy older people in 2 virtual environ- of different study designs, which makes it difficult to
ments using head-mounted 3-D glasses to evaluate user generalize the results. The majority of studies used
feelings toward 2 performance-based tasks in both im- varying outcome measures while none of the studies
plicit and explicit virtual environments [20]. The im- used a validated QoL questionnaire. Similarly, there
plicit virtual activity required participants to pick fruit were inconsistencies in the purpose of virtual and aug-
from a tree in an orchard when it is ripe and to place it mented reality use among people at different stages of
into a virtual basket 3 times for 3 min with a 1-min dementia and MCI. However, overall, the studies re-
break between each repetition. The explicit activity in- ported high levels of interaction and immersion, reveal-
volved a physiotherapy session performing arm-point- ing a considerable potential for the widespread imple-
ing movements, managed by an actual physiotherapist. mentation of enjoyable and engaging virtual experienc-
Participants were scored based on the number of ap- es for PLWD and MCI.
propriate movements at the end of both tasks. Overall, The interventions and feasibility studies described in
participants responded favorably to both conditions this mini-review varied. Several different interactive ex-
but had difficulty understanding the instructions in the periences have been described; however, most were clas-
explicit session despite enjoying the interactive compo- sified as virtual reality, ranging from interactive comput-
nent with the physiotherapist. A sense of a competitive er-based programs using a mouse and keyboard [22] to
spirit was also reported in the implicit session; however, an immersive gym environment [21]. There was also con-
this and the appropriate movements measured were siderable heterogeneity in study duration. The study by
slightly lower in the MCI group compared to the healthy Optale et al. [27] was both the longest (6 months) and
group (p < 0.001). most comprehensive study discussed and investigated a
Finally, a small study by Mendez et al. [25] examined wide range of cognitive outcomes, activities of daily liv-
the responses of people living with frontotemporal de- ing, and depressive symptoms. However, the majority of
mentia while immersed in a virtual meeting with graphi- studies were short and exploratory, designed to evaluate
cal avatars while seated at a virtual conference table com- the acceptability and practicality of the technology for use
pared with a real-world insight interview. All of the par- with PLWD or MCI. Several other outcome measures
ticipants (n = 5) interacted and engaged with the were assessed in these studies, including apathy; however,
computer-generated avatars and responded to their ques- the most common method employed was a self-report
tions with no pre to post changes (p > 0.05) in the Mean questionnaire using Likert scales. Methodological issues
Stress Symptom Rating Questionnaire. The participants and confounding variables were reported across most
were more talkative and provided more details regarding studies, highlighting the need for future well-designed in-
their dementia than in the real-world interview, suggest- terventions to test virtual technologies for PLWD and
ing that virtual reality may facilitate more verbal interac- MCI. The outcome measures were also markedly differ-
tion and improved social-emotional behavior. These ent across studies. Two studies used the MMSE as an out-
findings propose that virtual reality may have emotional come measure [22, 27]; however, comprehensive neuro-
and social benefits, with the potential to improve QoL by psychological assessments to measure improvements in
providing engaging experiences for PLWD. cognitive function were not performed. Not all studies

436 Gerontology 2019;65:430–440 D’Cunha/Nguyen/Naumovski/McKune/


DOI: 10.1159/000500040 Kellett/Georgousopoulou/Frost/Isbel
examined recruited participants with a formal dementia plementing the technology. Furthermore, individual-
diagnosis, which may have influenced results through the ized virtual experiences and environments may hold the
inclusion of participants experiencing cognitive impair- most significant potential to promote the well-being of
ment related to depression or a physical ailment such as PLWD. User-centered design of a virtual reality envi-
a urinary tract infection. ronment has also been explored in a qualitative study
Moyle et al. [26] conducted an assessment of a shorter (n = 52) involving people with MCI across 4 European
intervention with outcomes assessing emotion, apathy, countries [36]. Participants were asked for their views
and engagement. Future long-term studies should be de- on an immersive screen-based multisensory room
signed to investigate cognitive performance, mood, and (SENSE-GARDEN) which provides individualized fa-
QoL. In addition, the consideration of other confounders miliar stimuli (music, film, and scents) to promote rem-
that may affect cognitive function will improve the cur- iniscence. People with MCI and their carers and family
rent understanding of individual responses to virtual and members responded positively toward the potential of
augmented reality interventions. Future research should the SENSE-GARDEN experience to encourage a sense
evaluate the number of prescribed medications, the fre- of identity and verbal communication and expression
quency and intensity of physical activity, effects on sleep between the people with MCI and their carers. Impor-
patterns, and responses based on cognitive reserve and tantly, an onboarding or practice protocol, as in the
education levels. study by Man et al. [23], is recommended, where par-
Several characteristics of virtual reality, such as the ticipants are allowed to familiarize themselves with the
content, the immersiveness of the intervention, and the technology. During this time, observers can identify the
setup, require careful consideration for PLWD. For in- potential for side effects or stress associated with the
stance, the use of visually appealing and inviting scenes technology and intervene accordingly. The study by
(garden, forest, beach, etc.) as well as incorporating per- Aruanno and Garzotto [15] also tested their MemHolo
sonalized scenes from memories could potentially foster intervention in older adults first, before evaluating the
enjoyment and relaxation and enhance the general well- acceptability of PLWD.
being. For a higher immersion level, several additional The study by Moyle et al. [26] reported that staff as-
stimuli can be included, such as music, which is useful sistance and encouragement were required for PLWD to
in triggering autobiographical memory and improving engage with their virtual forest intervention, highlight-
QoL in PLWD [34]. Moreover, virtual reality technology ing the potential for virtual reality to be resource heavy
has advanced to enable pseudo educational and real-life due to the need to focus on one resident at a time. How-
experiences which may promote QoL and cognitive ever, other studies noted that the technology facilitated
function through new opportunities for learning and so- interaction and discussion, with one study reporting that
cial engagement, particularly within aged care where residents assisted each other with using the technology
PLWD may not be able to travel to exciting venues such [15]. It will be important for future studies to take into
as museums, galleries, or tourist attractions. Reenacting consideration the negative social implications surround-
past activities, such as gardening [28], using virtual real- ing the technological applications of virtual reality in
ity may also provide stimuli to trigger motor patterns health care settings such as increasing social withdrawal
that may promote physical activity. Recently in older and addictive behaviors, and issues surrounding one-on-
people, simultaneous cognitive training and aerobic ex- one supervision by care staff. This limitation may be
ercise (stationary bike) has been shown to improve ameliorated through the implementation of virtual real-
memory and attention compared with cognitive train- ity and virtual environments as group activities. How-
ing and aerobic exercise sequentially [35]. Therefore, ever, care staff interviewed in the study by Siriaraya and
virtual reality cognitive training combined with aerobic Ang [28] were sceptical, believing that PLWD may need
exercise may also provide benefits within a rich virtual to process the information without additional exposure
environment. to social information [28]. Therefore, specifically de-
It is essential to consider the views of the consumers signed interactive and social components of virtual envi-
of the technology, including care staff, when designing ronments need to be developed, including group-based,
and developing virtual reality-based interventions. Not facilitated discussion while using the technology [11].
all of the participants in the reviewed studies enjoyed the Recent pilot data has shown that group-based virtual re-
virtual experiences, indicating the importance of con- ality can be used safely to provide older people in aged
sumer consultation prior to designing, testing, and im- care settings with positive experiences from visual stim-

Virtual Reality Use in Dementia Gerontology 2019;65:430–440 437


DOI: 10.1159/000500040
uli based in foreign countries and museums in combina- tings. Therefore, consideration must also be made re-
tion with staff-led discussion [11]. Such activities could garding storage and the safe return of equipment to en-
be combined with life-story work and reminiscence ther- sure the sustainability of virtual reality programs over
apy to enhance person-centered care with the use of tech- time.
nology [37, 38]. A neurological and physiological perspective is also
Further empirical testing should be orientated to in- required to understand the long-term effects of virtual
vestigate the different effects of virtual and augmented reality in PLWD as the lack of mental map formation in
reality on different stages of dementia. The use of virtual hippocampus regions has been observed in rodents en-
reality for people living with severe dementia has yet to gaging in virtual reality [41]. The hippocampus is associ-
be tested and may hold promise for reminiscence, relax- ated with formation of memories, and impaired func-
ation, and enjoyment. Currently, most virtual reality tion is linked to several forms of dementia including AD.
studies have focused on individuals with MCI or early- Therefore, future research could also benefit from the
stage AD, suggesting that virtual reality-based technology inclusion of more sensitive noninvasive physiological
could be more useful as a training and rehabilitation tool measures such as saliva analysis (salivary cortisol and
for these individuals, potentially slowing cognitive de- salivary α-amylase), blood pressure, and heart rate vari-
cline. Given the prevalence of agitated behaviors and anx- ability to examine changes in biomarkers of stress. In
iety among patients on the more severe end of dementia, addition, the application of virtual reality as a fall pre-
virtual reality could possibly assist in reducing stress lev- vention tool for PLWD requires further investigation
els and promote feelings of relaxation, particularly if use [18]. Delivery of fall prevention training using sensor-
of the technology is relatively simple and safety screening based balanced training is well accepted by people with
is done prior to using. The use of exposure therapy using MCI and AD [19, 42] and may be enhanced through
virtual reality has been successfully implemented in the immersive virtual experiences using head-mounted de-
treatment of stress and anxiety disorders [39]. Instead of vices. Cognitive training delivered on a tablet while cy-
being exposed to the real world, participants can poten- cling on a stationary bike (neuro-exergaming) has been
tially experience the same anxiety-provoking scenarios in shown to promote executive functioning [43], indicat-
a safer and more controlled setting. Yet, how these sce- ing that benefits may be derived from specifically de-
narios could be applied to PLWD and MCI is yet to be signed multicomponent and multidomain immersive
explored. experiences.
Overall, a small number of nonthreatening side effects
were reported in the studies examined, including confu-
sion and difficulty associated with using the technology. Conclusion
As virtual reality technology becomes more realistic and
immersive, simulator sickness [40] (vertigo, dizziness, Virtual, mixed, and augmented reality interventions
nausea, vomiting, and headaches) may pose health risks are becoming more accessible and they are an interesting
for users, especially in the case of Lewy body dementia, and emerging method to potentially enhance cognitive
which may induce hallucinations and balance problems. function and stimulate autobiographical memory, as well
Other health concerns to consider with virtual reality in- as to promote reminiscence and potentially QoL. The
clude eye strain, anxiety (due to its immersive nature), findings of this mini-review offer an overview of the cur-
and the possibility that novel immersive experiences may rent feasibility studies in this area for PLWD and MCI
stimulate sadness, such as reported in the study by Siria- and a glimpse toward the potential applications of this
raya and Ang [28]. A potential limitation of virtual real- technology in the future to promote well-being. As vir-
ity delivered with head-mounted devices is the possibility tual reality technology advances, longer, hypothesis-test-
of discomfort and agitation associated with wearing the ing trials inclusive of group-facilitated interaction and
technology. For example, the studies by Bourrelier et al. specifically designed immersive virtual environments will
[20] and Aruanno and Garzotto [15] reported that par- be essential to encourage the use of the technology for
ticipants who wear glasses in daily life were bothered by PLWD and MCI, carers, and aged care communities. A
the head-mounted devices during the experience. With combination of neuropsychological testing and physio-
more widespread implementation of the technology, it logical feedback will also be beneficial in understanding
may also be prudent to consider the possibility that equip- the effects of virtual and augmented reality on PLWD and
ment may be unintentionally damaged in aged care set- MCI.

438 Gerontology 2019;65:430–440 D’Cunha/Nguyen/Naumovski/McKune/


DOI: 10.1159/000500040 Kellett/Georgousopoulou/Frost/Isbel
Acknowledgement Funding Sources

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.

References
 1 World Health Organization. Dementia: key systematic review and meta-analysis of longi- Controlled Study. J Alzheimers Dis. 2018;
facts. Geneva: World Health Organization; tudinal cohort studies. Ageing Res Rev. 2015 62(2):867–76.
2018. Jul;22:39–57. 17 van Santen J, Dröes RM, Holstege M, Henke-
  2 Cooper C, Mukadam N, Katona C, Lyketsos   9 Cooper C, Sommerlad A, Lyketsos CG, Liv- mans OB, van Rijn A, de Vries R, et al. Effects
CG, Ames D, Rabins P, et al.; World Federa- ingston G. Modifiable predictors of dementia of Exergaming in People with Dementia: Re-
tion of Biological Psychiatry – Old Age Task- in mild cognitive impairment: a systematic re- sults of a Systematic Literature Review. J Al-
force. Systematic review of the effectiveness of view and meta-analysis. Am J Psychiatry. zheimers Dis. 2018;63(2):741–60.
non-pharmacological interventions to im- 2015 Apr;172(4):323–34. 18 Dockx K, Alcock L, Bekkers E, Ginis P, Reelick
prove quality of life of people with dementia. 10 García-Betances RI, Arredondo Waldmeyer M, Pelosin E, et al. Fall-Prone Older People’s
Int Psychogeriatr. 2012 Jun;24(6):856–70. MT, Fico G, Cabrera-Umpiérrez MF. A suc- Attitudes towards the Use of Virtual Reality
 3 D’Cunha NM, Georgousopoulou EN, Da- cinct overview of virtual reality technology Technology for Fall Prevention. Gerontology.
digamuwage L, Kellett J, Panagiotakos DB, use in Alzheimer’s disease. Front Aging Neu- 2017;63(6):590–8.
Thomas J, et al. Effect of long-term nutraceu- rosci. 2015 May;7:80–80. 19 Schwenk M, Sabbagh M, Lin I, Morgan P,
tical and dietary supplement use on cognition 11 Gaspar P, Westberg K, Baker A, Dunlap T, Grewal GS, Mohler J, et al. Sensor-based bal-
in the elderly: a 10-year systematic review of Nordlinger K. What are the QOL outcomes of ance training with motion feedback in people
randomised controlled trials. Br J Nutr. 2018 a group virtual reality experience for assisted with mild cognitive impairment. J Rehabil Res
Feb;119(3):280–98. living and independent living residents? In- Dev. 2016;53(6):945–58.
  4 Abraha I, Rimland JM, Trotta FM, Dell’Aquila nov Aging. 2018;2:1016. 20 Bourrelier J, Ryard J, Dion M, Merienne F,
G, Cruz-Jentoft A, Petrovic M, et al. System- 12 Maggio MG, Maresca G, De Luca R, Stag- Manckoundia P, Mourey F. Use of a virtual
atic review of systematic reviews of non-phar- nitti MC, Porcari B, Ferrera MC, et al. The environment to engage motor and postural
macological interventions to treat behav- Growing Use of Virtual Reality in Cognitive abilities in elderly subjects with and without
ioural disturbances in older patients with de- Rehabilitation: Fact, Fake or Vision? A mild cognitive impairment (MAAMI Proj-
mentia. The SENATOR-OnTop series. BMJ Scoping Review. J Natl Med Assoc. 2019 ect). IRBM. 2016;37(2):75–80.
Open. 2017 Mar;7(3):e012759. Feb;S0027-9684(18)30346-8. 21 Eisapour M, Cao S, Domenicucci L, Boger J.
  5 Patel B, Perera M, Pendleton J, Richman A, 13 Liddle J, Smith SJ. Intelligent Assistive Tech- Virtual reality exergames for people living
Majumdar B. Psychosocial interventions for nology for people living with dementia is a with dementia based on exercise therapy best
dementia: from evidence to practice. Adv Psy- rapidly growing and changing area requiring practices. Proc Hum Factors Ergon Soc Annu
chiatr Treat. 2014;20(5):340–9. clinical consideration. Aust Occup Ther J. Meet. 2018;62(1):528–32.
  6 Ballard C, Corbett A, Orrell M, Williams G, 2017 Dec;64(6):510–1. 22 Hofmann M, Rösler A, Schwarz W, Müller-
Moniz-Cook E, Romeo R, et al. Impact of per- 14 Benoit M, Guerchouche R, Petit PD, Chapou- Spahn F, Kräuchi K, Hock C, et al. Interactive
son-centred care training and person-centred lie E, Manera V, Chaurasia G, et al. Is it pos- computer-training as a therapeutic tool in Al-
activities on quality of life, agitation, and an- sible to use highly realistic virtual reality in the zheimer’s disease. Compr Psychiatry. 2003
tipsychotic use in people with dementia living elderly? A feasibility study with image-based May-Jun;44(3):213–9.
in nursing homes: A cluster-randomised con- rendering. Neuropsychiatr Dis Treat. 2015 23 Man DW, Chung JC, Lee GY. Evaluation of
trolled trial. PLoS Med. 2018 Feb; 15(2): Mar;11:557–63. a virtual reality-based memory training pro-
e1002500. 15 Aruanno B, Garzotto F. MemHolo: mixed re- gramme for Hong Kong Chinese older adults
 7 McDermott O, Charlesworth G, Hoger- ality experiences for subjects with Alzheimer's with questionable dementia: a pilot study.
vorst E, Stoner C, Moniz-Cook E, Spector A, disease: Proceedings of the 12th Biannual Int J Geriatr Psychiatry. 2012 May; 27(5):
et al. Psychosocial interventions for peo- Conference on Italian SIGCHI Chapter 513–20.
ple  with dementia: a synthesis of systemat- (CHItaly '17); Cagliari; 2017. 24 Manera V, Chapoulie E, Bourgeois J, Guer-
ic  ­reviews. Aging Ment Health. DOI: 16 Gilmartin-Thomas JF, McNeil J, Powell A, chouche R, David R, Ondrej J, et al. A Feasibil-
10.1080/13607863.2017.1423031. Malone DT, Wolfe R, Larson IC, et al. Impact ity Study with Image-Based Rendered Virtual
  8 Kuiper JS, Zuidersma M, Oude Voshaar RC, of a Virtual Dementia Experience on Medical Reality in Patients with Mild Cognitive Im-
Zuidema SU, van den Heuvel ER, Stolk RP, et and Pharmacy Students’ Knowledge and At- pairment and Dementia. PLoS One. 2016 Mar;
al. Social relationships and risk of dementia: a titudes Toward People with Dementia: A 11(3):e0151487.

Virtual Reality Use in Dementia Gerontology 2019;65:430–440 439


DOI: 10.1159/000500040
25 Mendez MF, Joshi A, Jimenez E. Virtual real- base Syst Rev. DOI: 10.1002/14651858. 38 Syed Elias SM, Neville C, Scott T. The effec-
ity for the assessment of frontotemporal de- CD013069. tiveness of group reminiscence therapy for
mentia, a feasibility study. Disabil Rehabil As- 32 Woods B, O’Philbin L, Farrell EM, Spector loneliness, anxiety and depression in older
sist Technol. 2015 Mar;10(2):160–4. AE, Orrell M. Reminiscence therapy for de- adults in long-term care: a systematic re-
26 Moyle W, Jones C, Dwan T, Petrovich T. Ef- mentia. Cochrane Database Syst Rev. 2018 view. Geriatr Nurs. 2015 Sep-Oct;36(5):372–
fectiveness of a Virtual Reality Forest on Peo- Mar;3:CD001120. 80.
ple With Dementia: A Mixed Methods Pilot 33 Chapoulie E, Guerchouche R, Petit P, Chaur- 39 Hartanto D, Kampmann IL, Morina N, Em-
Study. Gerontologist. 2018 May;58(3):478–87. asia G, Robert P, Drettakis G: Reminiscence melkamp PG, Neerincx MA, Brinkman WP.
27 Optale G, Urgesi C, Busato V, Marin S, Piron therapy using image-based rendering in VR: Controlling social stress in virtual reality en-
L, Priftis K, et al. Controlling memory impair- Proceedings of the IEEE Virtual Reality Con- vironments. PLoS One. 2014 Mar; 9(3):
ment in elderly adults using virtual reality ference; Minneapolis (MI): IEEE Virtual Re- e92804.
memory training: a randomized controlled ality; 2014. 40 Tyrrell R, Sarig-Bahat H, Williams K, Wil-
pilot study. Neurorehabil Neural Repair. 2010 34 Vink A, Hanser S. Music-Based Therapeutic liams G, Treleaven J. Simulator sickness in pa-
May;24(4):348–57. Interventions for People with Dementia: A tients with neck pain and vestibular pathology
28 Siriaraya P, Ang CS. Recreating living experi- Mini-Review. Medicines (Basel). 2018 Oct; during virtual reality tasks. Virtual Real
ences from past memories through virtual 5(4):5. (Walth Cross). 2018;22(3):211–9.
worlds for people with dementia: Proceedings 35 McEwen SC, Siddarth P, Abedelsater B, Kim 41 Aghajan ZM, Acharya L, Moore JJ, Cushman
of the SIGCHI Conference on Human Factors Y, Mui W, Wu P, et al. Simultaneous Aerobic JD, Vuong C, Mehta MR. Impaired spatial se-
in Computing Systems. Toronto, Ontario, Exercise and Memory Training Program in lectivity and intact phase precession in two-
Canada, ACM, 2014, pp 3977-3986. Older Adults with Subjective Memory Im- dimensional virtual reality. Nat Neurosci.
29 Rosenberg-Lee M, Iuculano T, Bae SR, Rich- pairments. J Alzheimers Dis. 2018;62(2):795– 2015 Jan;18(1):121–8.
ardson J, Qin S, Jolles D, et al. Short-term cog- 806. 42 Zhou H, Sabbagh M, Wyman R, Liebsack C,
nitive training recapitulates hippocampal 36 Goodall G, Ciobanu I, Broekx R, Sørgaard J, Kunik ME, Najafi B. Instrumented Trail-
functional changes associated with one year Anghelache I, Anghelache-Tutulan C, et al. Making Task to Differentiate Persons with No
of longitudinal skill development. Trends Using Adaptive Immersive Environments to Cognitive Impairment, Amnestic Mild Cog-
Neurosci. 2018;10:19–29. Stimulate Emotional Expression and Connec- nitive Impairment, and Alzheimer Disease: A
30 Wassenaar A, Rood P, Boelen D, Schoonhoven tion in Dementia Care: Insights from User Proof of Concept Study. Gerontology. 2017;
L, Pickkers P, van den Boogaard M. Feasibil- Perspectives towards SENSE-GARDEN: The 63(2):189–200.
ity of Cognitive Training in Critically Ill Pa- Fourth International Conference on Human 43 Anderson-Hanley C, Maloney M, Barcelos N,
tients: A Pilot Study. Am J Crit Care. 2018 and Social Analytics. Venice, Italy, 2018 Striegnitz K, Kramer A. Neuropsychological
Mar;27(2):124–35. 37 Doran C, Noonan M, Doody O: Life-story Benefits of Neuro-Exergaming for Older
31 Bahar-Fuchs A, Martyr A, Goh AM, Sabates work in long-term care facilities for older peo- Adults: A Pilot Study of an Interactive Physi-
J, Clare L. Cognitive training for people with ple: an integrative review. J Clin Nurs. 2019 cal and Cognitive Exercise System (iPACES).
mild to moderate dementia. Cochrane Data- Apr;28(7);1070–84. J Aging Phys Act. 2017 Jan;25(1):73–83.

440 Gerontology 2019;65:430–440 D’Cunha/Nguyen/Naumovski/McKune/


DOI: 10.1159/000500040 Kellett/Georgousopoulou/Frost/Isbel

You might also like