Acceptance of physical activity virtual reality games by residents of long-term care facilities: a scoping review.

Purpose: This scoping review aims to identify evidence on older adults' acceptance of PA VR games in LTC facilities, describe research designs used, define key acceptance concepts, and identify knowledge gaps for future research. Materials and methods: Following Arksey and O'Malley's framework, data...

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Published in:Disability & Rehabilitation: Assistive Technology Vol. 19; no. 7; pp. 2482 - 2491
Main Authors: Hosseini, Marjan, Thomas, Roanne, Pilutti, Lara, Fallavollita, Pascal, Jutai, Jeffrey W.
Format: research systematic review tables/charts Journal Article
Published: Taylor & Francis Ltd Oct2024
Online Access:View this record in EBSCOhost
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      dt: Oct2024
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      pub: Taylor & Francis Ltd
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        atl: Acceptance of physical activity virtual reality games by residents of long-term care facilities: a scoping review.
      aug:
        au:
          Hosseini, Marjan
          Thomas, Roanne
          Pilutti, Lara
          Fallavollita, Pascal
          Jutai, Jeffrey W.
        affil: School of Rehabilitation Sciences, Faculty of Health Sciences, University of Ottawa, Canada
      sug:
        subj:
          Physical Activity
          Virtual Reality
          Games
          Nursing Home Residents Psychosocial Factors
          Patient Attitudes
          Human
          Male
          Female
          Middle Age
          Aged
          Aged, 80 and Over
          Scoping Review
          Canada
          Medline
          Embase
          CINAHL Database
          Cochrane Library
          Psycinfo
          ERIC Database
          Motor Skills
          Cognition
          Psychological Well-Being
          Health Services Accessibility
          Descriptive Statistics
          Conceptual Framework
          Digital Technology Utilization
          Middle Aged: 45-64 years
          Aged: 65+ years
          Aged, 80 & over
          Male
          Female
      ab: Purpose: This scoping review aims to identify evidence on older adults' acceptance of PA VR games in LTC facilities, describe research designs used, define key acceptance concepts, and identify knowledge gaps for future research. Materials and methods: Following Arksey and O'Malley's framework, data from published and unpublished articles (Jan 2000–May 2023) were collected. Twelve databases and additional sources were searched for studies on LTC residents (≥65 years), PA video games (including VR and console games), acceptance, and attitudes. Data extraction included article details, design, population, intervention, outcomes, and limitations. Results: Five studies met inclusion criteria from 1628 initial titles. They assessed acceptance of PA VR games among older adults in LTC facilities, showing varying levels of acceptance. Most studies used analytical designs, including RCTs. Key concepts of VR acceptance were poorly defined, with only one study using a validated TAM questionnaire. Knowledge gaps highlight the need for further research to understand PA VR acceptance among older adults in LTC facilities. Conclusion: Validated acceptance questionnaires are needed in study of VR acceptance by older adults. Use of qualitative and quantitative methods can enhance understanding of technology acceptance, alongside exploration of individual, environmental, and age-related factors. Detailed reporting of VR interventions is recommended to comprehend acceptance factors. Implications for Rehabilitation: Enhancing engagement: We suggest that physical activity (PA) virtual reality (VR) games can improve engagement among long-term care (LTC) residents. By providing a novel approach to rehabilitation, PA VR games have the potential to increase motivation and participation, leading to improved outcomes. Promoting physical and cognitive stimulation: VR games offer opportunities for both physical and cognitive stimulation. By integrating these games into rehabilitation programs, we can provide a more engaging and interactive experience for individuals undergoing rehabilitation. This can contribute to motor skills development, balance training, cognitive function, and overall well-being. Addressing barriers to rehabilitation: Traditional rehabilitation approaches may face various barriers, such as lack of interest, adherence issues, or limited resources. The use of VR games can help overcome some of these barriers by offering a more enjoyable and accessible rehabilitation experience. This is particularly beneficial for individuals with mobility limitations or those residing in LTC facilities. In summary, our study highlights the potential of incorporating VR games into rehabilitation settings. By implementing these findings, we can improve the acceptance and efficiency of rehabilitation practices, leading to better rehabilitation outcomes for individuals.
      pubtype: Academic Journal
      doctype:
        research
        systematic review
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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