A Self-Adaptive Serious Game to Improve Motor Learning Among Older Adults in Immersive Virtual Reality: Short-Term Longitudinal Pre-Post Study on Retention and Transfer

被引:0
作者
Everard, Gauthier [1 ,2 ,3 ]
Declerck, Louise [3 ]
Lejeune, Thierry [3 ,4 ,5 ]
Edwards, Martin Gareth [5 ,6 ]
Bogacki, Justine [3 ]
Reiprich, Cleo [3 ]
Delvigne, Kelly [3 ]
Legrain, Nicolas [3 ]
Batcho, Charles Sebiyo [1 ,2 ]
机构
[1] Laval Univ, Fac Med, Sch Rehabil Sci, 2325 Rue Univ, Quebec City, PQ G1V0A6, Canada
[2] Univ Laval, Ctr Interdisciplinaire Rech Readaptat & Integrat s, Quebec City, PQ, Canada
[3] UCLouvain, Inst Rech Expt & Clin, Neuro Musculo Skeletal Lab NMSK, Brussels, Belgium
[4] Clin Univ St Luc, Serv Med Phys & Readaptat, Brussels, Belgium
[5] UCLouvain, Louvain Bion, Louvain La Neuve, Belgium
[6] UCLouvain, Psychol Sci Res Inst IPSY, Louvain La Neuve, Belgium
关键词
virtual reality; aged; learning; upper extremity; video games; kinematics; MILD COGNITIVE IMPAIRMENT; QUALITY-OF-LIFE; PARKINSONS-DISEASE; REHABILITATION; AGE; DECLINE; HEALTH; METAANALYSIS;
D O I
10.2196/64004
中图分类号
R592 [老年病学]; C [社会科学总论];
学科分类号
03 ; 0303 ; 100203 ;
摘要
Background:Despite their potential, the use of serious games within immersive virtual reality (iVR) for enhancing motor skills in older adults remains relatively unexplored. In this study, we developed a self-adaptive serious game in iVR called REAsmash-iVR. This game involves swiftly locating and striking a digital mole presented with various distractors. Objective:This short-term longitudinal pre-post study aims to evaluate REAsmash-iVR's efficacy in promoting motor learning in older adults. Specifically, we seek to determine the transfer and retention of motor learning achieved through REAsmash-iVR to other iVR tasks. Methods:A total of 20 older adults participated in the study, engaging with REAsmash-iVR over 7 consecutive days. The evaluation included iVR tests such as KinematicsVR and a VR adaptation of the Box and Block Test (BBT-VR). KinematicsVR tasks included drawing straight lines and circles as fast and as accurately as possible, while BBT-VR required participants to move digital cubes as quickly as possible within 60 seconds. Assessments were conducted before and after the intervention, with a follow-up at 1 week post intervention. The primary outcome focused on evaluating the impact of REAsmash-iVR on speed-accuracy trade-off during KinematicsVR tasks. Secondary outcomes included analyzing movement smoothness, measured by spectral arc length, and BBT-VR scores. Results:Results revealed significant improvements in speed-accuracy trade-off post intervention compared to that before the intervention, with notable retention of skills for straight lines (t(19)=5.46; P<.001; Cohen d=1.13) and circle drawing (t(19)=3.84; P=.001; Cohen d=0.787). Likewise, there was a significant enhancement in spectral arc length, particularly for circle drawing (chi(2)(2)=11.2; P=.004; epsilon(2)=0.23), but not for straight-line drawing (chi(2)(2)=2.1; P=.35; epsilon(2)=0.003). Additionally, participants demonstrated transfer with significant improvement (q=5.26; P<.001; Cohen r=0.678) and retention (q=6.82; P<.001; Cohen r=0.880) in BBT-VR skills. Conclusions:These findings provide perspectives for the use of iVR to improve motor learning in older adults through delivering self-adaptive serious games targeting motor and cognitive functions. Trial Registration:ClinicalTrials.gov NCT04694833; https://clinicaltrials.gov/study/NCT04694833
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页数:17
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