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Identifying Out-of-the-Box Virtual Reality Applications With Geriatric Applicability and Value
Alexandra Petrakos1, Diana Medved1, Amber Winder1
1Division of Geriatrics, Northwestern University, Feinberg School of Medicine, Chicago, Illinois, USA.
Background:
Virtual reality (VR) has the potential to improve the quality of life for older adults. Most studies use proprietary VR programs, specifically designed for one goal, which vastly limits the generalizability and use by the older adult population. We sought to identify out of the box (OOTB) VR applications-available to the general population-that have applicability to geriatric care and potential value in improving quality of life.
Methods:
We convened and provided VR headsets to an interdisciplinary group of geriatricians, geriatric advanced practice nurses, health services researchers, older adults, and VR advanced users. Panelists were explained the goal of the study and tasked with independently searching and compiling applications that had applicability to geriatrics care or older adults, preferencing those that were cost-free or low-cost (< $20). Panel members regularly met to perform constant comparative qualitative analysis in discussions of the identified VR programs. Between meetings, panelists tested the apps that were identified and re-convened with further information.
Results:
Of the over 200 OOTB VR applications examined, panel members identified 44 VR applications that had potential geriatric applicability and value. Potential applications were organized based on price, category, ease of use, and usefulness/applicability to older adults. Panel members reviewed potential negative attributes and applications were ranked/eliminated on perceived usability and utility for older adults. Applications were then thematically analyzed and included (1.) Cognitive support, (2.) Functional Loss/Exercise, (3.) Anti-anxiety/agitation-relaxation, (4.) Depression alleviating entertainment, and (5.) Isolation-relieving entertainment.
Conclusion:
Out of the box VR experiences can have geriatric applicability and potential value for older adults. Identifying OOTB VR through a consensus panel is the first step to generalizing use in this population. Future research will include testing with older adults, across various settings and levels of physical and cognitive function.
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