Virtual Reality-Based Cognitive Stimulation to Improve Cognitive Functioning in Community Elderly: A Controlled Study

Cyberpsychol Behav Soc Netw. 2020 Mar;23(3):150-156. doi: 10.1089/cyber.2019.0271. Epub 2020 Feb 7.

Abstract

The advantages of using naturalistic virtual reality (VR) environments based on everyday life tasks for cognitive 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 underwent 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.

Keywords: cognitive stimulation; daily life activities; elderly; serious games.

MeSH terms

  • Activities of Daily Living
  • Aged
  • Aged, 80 and over
  • Cognition / physiology*
  • Executive Function / physiology*
  • Female
  • Health Promotion
  • Humans
  • Male
  • Psychological Tests
  • Virtual Reality*