Evidence map›Paper›PMID 40171148›Full record

ArticleDigital health

Effects of immersive leisure-based virtual reality cognitive training on cognitive and physical function in community-based older adults: A randomized controlled trial.

I-Ching Chuang, Auwal Abdullahi, I-Chen Chen, Yih-Ru Wu, Ching-Yi Wu

Abstract read
In one paragraph

Article in Digital health. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Trial
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

I-Ching ChuangDepartment of Occupational Therapy and Graduate Institute of Behavioral Sciences, College of Medicine, Chang Gung University, Taoyuan.
Auwal AbdullahiDepartment of Physiotherapy, Faculty of Allied Health Sciences, Bayero University, Kano, Nigeria.
I-Chen ChenDepartment of Occupational Therapy, College of Nursing and Health Sciences, Da-Yeh University, Changhua.
Yih-Ru WuDepartment of Neurology, Linkou Chang Gung Memorial Hospital, Taoyuan.
Ching-Yi WuDepartment of Occupational Therapy and Graduate Institute of Behavioral Sciences, College of Medicine, Chang Gung University, Taoyuan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Older adults are at risk of developing cognitive impairments, and cognitive training is commonly used to enhance cognitive function in this population. The effectiveness of cognitive training is further optimized with the integration of leisure-based activities, such as horticultural therapy. However, to the best of our knowledge, there is a lack of studies examining the effect of integrating virtual reality (VR) with leisure-based activities to provide real-world experiences and enhance cognitive outcomes in older adults. Furthermore, while immersive VR cognitive training has demonstrated effectiveness in enhancing multiple cognitive domains, methodological limitations-such as the absence of control groups or the use of passive controls-hinder the ability to draw conclusive conclusions regarding its comparative effectiveness. Objective: This study conducted immersive leisure-based VR cognitive training in community-dwelling older adults to investigate its effectiveness on cognitive and physical functions. We employed an active control group in which participants received well-arranged leisure activities without focusing on cognitive components. Methods: This cluster randomized controlled trial was conducted in the community facilities in northern Taiwan between 2022 and 2023. The VR cognitive training group received simulated gardening activities, such as planting, fertilizing, and harvesting, and tasks involving cognitive challenges, such as producing plant essential oils, for 60 min daily, 2 days per week, for 8 weeks. The control group received non-cognitive training. The outcomes evaluated were cognitive function assessed by Montreal Cognitive Assessment (MoCA), immediate memory assessed by Wechsler Memory Scale (WMS)-Word List, working memory and mental flexibility assessed by WMS-Digit Span Forward, WMS-Digit Span Backward, and WMG-Digit Span Sequencing (DSS), and physical function assessed by the Timed Up and Go (TUG) test. Results: The study recruited 137 older adults. After VR cognitive training, higher significant improvements were seen in MoCA ( Conclusions: This study is the first to examine the effects of fully immersive, leisure-based VR cognitive training on cognitive and physical function in community-dwelling older adults, highlighting its potential as a promising tool for promoting health compared to the non-cognitive training commonly used in community facilities.

Indexed as

Cognitive trainingcommunity-dwellingfully immersive virtual reality trainingleisure activitiesolder adults

Identifiers

PMID40171148
PMCPMC11960153

What Socratic holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.