Virtual Reality-Based Cognitive Stimulation to Improve Cognitive Functioning in Community Elderly

Detalhes bibliográficos
Autor(a) principal: Gamito, Pedro
Data de Publicação: 2020
Outros Autores: Oliveira, Jorge, Alves, Catarina, Santos, Nuno, Coelho, Cátia, Brito, Rodrigo
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10437/12439
Resumo: The advantages of using naturalistic virtual reality (VR) environments based on everyday life tasks for cog- nitive intervention in the elderly are not yet well understood. The literature suggests that the similarity of such exercises with real life activities may improve generalizability by extending the transfer of gains of training to everyday living. This study aimed to investigate the gains associated with this ecologically-oriented virtual reality cognitive stimulation (VR-CS) versus standard cognitive stimulation in the elderly. Forty-three healthy older adults were divided into two groups: an experimental group underwent a VR-based cognitive stimulation and an active control group underwent a paper-and-pencil cognitive stimulation. The outcomes assessed at the pre-treatment and posttreatment assessment consisted in well-established tests for cognitive and executive functioning, depression, subjective well-being, and functionality. The results showed positive outcomes on dimensions of general cognition, executive functioning, attention, and visual memory in the group that un- derwent VR-CS. Improvements in executive functioning in this group was supported by consistent evidence of increases in attention abilities but little evidence of increases in memory abilities. Both effects may have contributed to improvements in general cognition. Further studies are needed to test whether these effects may extend to well-being and functionality in cognitively impaired older adults.
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spelling Virtual Reality-Based Cognitive Stimulation to Improve Cognitive Functioning in Community ElderlyCOGNITIVE STIMULATIONSERIOUS GAMESDAILY LIFE ACTIVITIESELDERLYPSYCHOLOGYPSICOLOGIAESTIMULAÇÃO COGNITIVAIDOSOSThe advantages of using naturalistic virtual reality (VR) environments based on everyday life tasks for cog- nitive intervention in the elderly are not yet well understood. The literature suggests that the similarity of such exercises with real life activities may improve generalizability by extending the transfer of gains of training to everyday living. This study aimed to investigate the gains associated with this ecologically-oriented virtual reality cognitive stimulation (VR-CS) versus standard cognitive stimulation in the elderly. Forty-three healthy older adults were divided into two groups: an experimental group underwent a VR-based cognitive stimulation and an active control group underwent a paper-and-pencil cognitive stimulation. The outcomes assessed at the pre-treatment and posttreatment assessment consisted in well-established tests for cognitive and executive functioning, depression, subjective well-being, and functionality. The results showed positive outcomes on dimensions of general cognition, executive functioning, attention, and visual memory in the group that un- derwent VR-CS. Improvements in executive functioning in this group was supported by consistent evidence of increases in attention abilities but little evidence of increases in memory abilities. Both effects may have contributed to improvements in general cognition. Further studies are needed to test whether these effects may extend to well-being and functionality in cognitively impaired older adults.2022-01-20T17:31:18Z2020-03-01T00:00:00Z2020-03info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10437/12439engGamito, PedroOliveira, JorgeAlves, CatarinaSantos, NunoCoelho, CátiaBrito, Rodrigoinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-03-09T14:09:22Zoai:recil.ensinolusofona.pt:10437/12439Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T17:16:23.853345Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Virtual Reality-Based Cognitive Stimulation to Improve Cognitive Functioning in Community Elderly
title Virtual Reality-Based Cognitive Stimulation to Improve Cognitive Functioning in Community Elderly
spellingShingle Virtual Reality-Based Cognitive Stimulation to Improve Cognitive Functioning in Community Elderly
Gamito, Pedro
COGNITIVE STIMULATION
SERIOUS GAMES
DAILY LIFE ACTIVITIES
ELDERLY
PSYCHOLOGY
PSICOLOGIA
ESTIMULAÇÃO COGNITIVA
IDOSOS
title_short Virtual Reality-Based Cognitive Stimulation to Improve Cognitive Functioning in Community Elderly
title_full Virtual Reality-Based Cognitive Stimulation to Improve Cognitive Functioning in Community Elderly
title_fullStr Virtual Reality-Based Cognitive Stimulation to Improve Cognitive Functioning in Community Elderly
title_full_unstemmed Virtual Reality-Based Cognitive Stimulation to Improve Cognitive Functioning in Community Elderly
title_sort Virtual Reality-Based Cognitive Stimulation to Improve Cognitive Functioning in Community Elderly
author Gamito, Pedro
author_facet Gamito, Pedro
Oliveira, Jorge
Alves, Catarina
Santos, Nuno
Coelho, Cátia
Brito, Rodrigo
author_role author
author2 Oliveira, Jorge
Alves, Catarina
Santos, Nuno
Coelho, Cátia
Brito, Rodrigo
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv Gamito, Pedro
Oliveira, Jorge
Alves, Catarina
Santos, Nuno
Coelho, Cátia
Brito, Rodrigo
dc.subject.por.fl_str_mv COGNITIVE STIMULATION
SERIOUS GAMES
DAILY LIFE ACTIVITIES
ELDERLY
PSYCHOLOGY
PSICOLOGIA
ESTIMULAÇÃO COGNITIVA
IDOSOS
topic COGNITIVE STIMULATION
SERIOUS GAMES
DAILY LIFE ACTIVITIES
ELDERLY
PSYCHOLOGY
PSICOLOGIA
ESTIMULAÇÃO COGNITIVA
IDOSOS
description The advantages of using naturalistic virtual reality (VR) environments based on everyday life tasks for cog- nitive intervention in the elderly are not yet well understood. The literature suggests that the similarity of such exercises with real life activities may improve generalizability by extending the transfer of gains of training to everyday living. This study aimed to investigate the gains associated with this ecologically-oriented virtual reality cognitive stimulation (VR-CS) versus standard cognitive stimulation in the elderly. Forty-three healthy older adults were divided into two groups: an experimental group underwent a VR-based cognitive stimulation and an active control group underwent a paper-and-pencil cognitive stimulation. The outcomes assessed at the pre-treatment and posttreatment assessment consisted in well-established tests for cognitive and executive functioning, depression, subjective well-being, and functionality. The results showed positive outcomes on dimensions of general cognition, executive functioning, attention, and visual memory in the group that un- derwent VR-CS. Improvements in executive functioning in this group was supported by consistent evidence of increases in attention abilities but little evidence of increases in memory abilities. Both effects may have contributed to improvements in general cognition. Further studies are needed to test whether these effects may extend to well-being and functionality in cognitively impaired older adults.
publishDate 2020
dc.date.none.fl_str_mv 2020-03-01T00:00:00Z
2020-03
2022-01-20T17:31:18Z
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