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...
| Published in: | Disability & Rehabilitation: Assistive Technology Vol. 19; no. 7; pp. 2482 - 2491 |
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| Main Authors: | , , , , |
| Format: | research systematic review tables/charts Journal Article |
| Published: |
Taylor & Francis Ltd
Oct2024
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| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=180041192&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 180041192 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 17483107 1X04 jtl: Disability & Rehabilitation: Assistive Technology issn: 17483107 maglogo: Y pubinfo: dt: Oct2024 vid: 19 iid: 7 pid: 377 pub: Taylor & Francis Ltd place: Philadelphia, Pennsylvania artinfo: ui: 180041192 174435941 180041192 180041192 10.1080/17483107.2023.2298839 180041192 ppf: 2482 ppct: 9 formats: fmt: – @attributes: type: T – @attributes: type: P tig: 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 refInfo: holdings: @attributes: islocal: N |
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