Exploring Virtual Reality-Based Reminiscence Therapy on Cognitive and Emotional Well-Being in People with Cognitive Impairments: A Scoping Review
Abstract
:1. Introduction
1.1. Virtual Reality for People with Cognitive Impairment (PwCI)
1.2. Traditional Reminiscence Therapy and Its Challenges
1.3. Advancements Through VR-Based Reminiscence Therapy (VRRT)
1.4. Recent Research on Virtual Reality Reminiscence Therapy (VRRT)
1.5. Aims of the Current Scoping Review
2. Materials and Methods
2.1. Study Design
2.2. Protocol and Registration
2.3. Eligibility Criteria
2.4. Information Sources and Search Strategy
- Databases: ACM, IEEE, PubMed, Web of Science, CINAHL, Cochrane, EMBASE, PsycINFO, PubMed, ScienceDirect, Taylor & Francis, and Google Scholar
- Limits and filters (where applicable):
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- Document type: Research article
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- Type of publication: Journals or in proceedings
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- Peer reviewed: True
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- Language: English
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- Excluding type of publication: Reviews and meeting abstract
- Date: All literature published up until October 2024
- Search string: #1 AND #2 AND #3 AND #4
2.5. Selection of Source of Evidence
2.6. Data Charting Process
2.7. Data Items
2.8. Data Analysis
3. Results
3.1. Overview
3.2. Characteristics of the Study
3.2.1. Databases and Geographic Distribution
3.2.2. Study Objectives and Study Designs
3.2.3. Participant Characteristics
3.2.4. Data Collection Measures
3.2.5. Hardware and Software Components
3.3. Thematic Analysis: Key Results
3.3.1. Theme 1: Participation and Engagement
3.3.2. Theme 2: Usability and Feasibility
3.3.3. Theme 3: Emotional and Interpersonal Relationship Impact
3.3.4. Theme 4: Cognitive Function Outcomes
3.3.5. Theme 5: Challenges
3.3.6. Theme 6: Expressed Preferences Related to VR Scenarios
3.3.7. Theme 7: Technical Design Recommendations
3.3.8. Theme 8: Limitations and Recommendations for Future Studies
3.3.9. Cross-Thematic Insights and Relationships
4. Discussion
4.1. Discussion Overview
4.2. Limitations
- Technical Complexity: Older adults, particularly those with cognitive impairments, often face challenges in navigating VR environments due to the intricate nature of the technology. This underscores the necessity for user-friendly interfaces, simplified controls, and structured facilitator support to enhance accessibility and usability, e.g., [16,19].
- Physical Comfort: The prolonged use of head-mounted displays (HMDs) has been reported to cause discomfort, dizziness, or fatigue in some individuals. These issues highlight the need for advancements in hardware ergonomics, such as lighter and more adjustable headsets, as well as alternative display methods to improve the overall user experience, e.g., [30].
- Lack of Long-Term Data: Most studies focused primarily on short-term cognitive and emotional outcomes, making it difficult to determine whether VRRT offers enduring benefits. Future research should incorporate longitudinal designs to assess the sustained impact of VRRT on cognitive function, emotional well-being, and quality of life, e.g., [8,30].
- Study Design Limitations: Many investigations suffered from methodological weaknesses, including small and often non-representative sample sizes, the absence of control groups, and an overreliance on self-reported measures. These factors limit the generalizability and reliability of findings. To address these concerns, future studies should employ more rigorous experimental designs, include diverse participant populations, and incorporate objective assessments alongside self-reports to obtain a more comprehensive evaluation of VRRT’s effectiveness, e.g., [15,30].
4.3. Practical Implications and Recommendations
- Facilitator Training and Role Transition: Develop standardized training programs for clinicians, therapists, and caregivers to conduct VRRT sessions. Transitioning facilitation duties from researchers to trained healthcare staff can increase ecological validity and support sustainable implementation in routine care settings.
- Integration into Routine Clinical Pathways: Incorporate VRRT into standard therapeutic schedules, particularly in geriatric or memory care programs. Structured sessions (e.g., 20–30 min weekly) can complement non-pharmacological cognitive stimulation therapies.
- Utilization of Thematic, Non-Personalized Content: Begin with curated, non-individualized VR experiences (e.g., cultural landmarks, historical events, nature scenes), which are easier to deploy and still effective in promoting reminiscence and emotional engagement.
- Technology Adaptation for Accessibility: Select ergonomic VR equipment and implement user-friendly controls such as gaze-based or voice-activated interfaces. Monitor participant responses to minimize discomfort and adjust session duration accordingly.
- Interdisciplinary Collaboration: Foster collaboration between clinicians, engineers, and researchers to co-develop tailored VRRT platforms that meet clinical and patient-specific needs.
- Addressing Psychosocial Dimensions: Leverage VRRT not only for cognitive stimulation, but also to enhance emotional well-being and reduce social isolation. Group-based VR interventions may facilitate peer interaction and increase social engagement in institutional settings.
- Stakeholder-Informed Feasibility Pilots: Before large-scale implementation, conduct pilot programs involving both patients and stakeholders to assess usability, staff burden, and logistical feasibility. These pilots can inform iterative improvements and guide implementation protocols.
4.4. Future Research Directions
- Larger, Controlled Studies: Future investigations should prioritize well-designed randomized controlled trials (RCTs) with larger and more diverse sample populations. Increasing the statistical power of these studies will help establish the efficacy of VRRT and ensure that findings are generalizable across different demographic groups. Additionally, incorporating multi-site trials could enhance the robustness and applicability of the results.
- Personalized Content Development: Several studies have noted the impact of individualized content on therapeutic engagement and emotional outcomes [8,15,16,18]. Personalized reminiscence materials, such as familiar photographs, culturally relevant locations, or personally meaningful themes, may significantly enhance memory recall and user satisfaction. However, logistical challenges persist in sourcing and integrating such content. Future research should investigate scalable personalization strategies, such as AI-assisted content customization or semi-automated user profiling, to balance therapeutic value with feasibility in clinical contexts.
- Alternative Interaction Methods: Investigating alternative interaction techniques is crucial for enhancing accessibility, particularly for individuals with motor or cognitive impairments. Future studies should assess the feasibility and effectiveness of gaze tracking, voice commands, gesture-based controls, and other adaptive interfaces to ensure that VRRT remains inclusive and user-friendly for all participants, regardless of their physical or cognitive limitations.
- Longitudinal Studies: Given the predominance of short-term studies in the current literature, there is a pressing need for long-term research examining the sustained effects of VRRT. Future studies should explore its impact on cognitive decline, emotional well-being, social engagement, and caregiver burden over extended periods. Longitudinal assessments will provide deeper insights into whether VRRT can contribute to slowing cognitive deterioration and improving overall quality of life for both patients and their caregivers.
- Feasibility Study with Patients, Caregivers, and Stakeholders: Given that our primary objective was to highlight qualitative data on the feasibility of reminiscence therapy studies in VR for PwCI, we also included experiments in which the sample consisted not of patients with cognitive impairment, but of stakeholders or caregivers involved with PwCI [15,16,19,32]. These participants tested the procedure and provided insights into the feasibility of using the proposed technological setups for individuals with cognitive decline. Future feasibility studies should deploy mixed-sample studies incorporating both individuals with cognitive impairment and stakeholders or caregivers to gather more comprehensive and informative data, ultimately supporting the design of future research focused on evaluating the effectiveness of these interventions, more deeply investigating the clinical practical implications, barriers, and opportunities to administer RT based on virtual environments.
- Exploring Immersive Multimodalities for Enhanced Reminiscence Therapy: Future research should implement studies to investigate the feasibility and effectiveness of immersive multimodalities, such as audio, video, haptic feedback, and scent, in enhancing RT. These heterogeneous stimuli could have the potential to create more engaging sensory experiences that may trigger memories more effectively and improve emotional well-being. Additionally, studies should explore the customization of these modalities based on individual preferences and cognitive conditions, as well as assess their long-term impact on mental health, quality of life, and therapeutic engagement. Moreover, effectiveness and practicality should be tested in both controlled and real-world settings.
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
VR | Virtual Reality |
PwCI | People with Cognitive Impairment |
VRRT | Virtual Reality Reminiscence Therapy |
PRISMA-ScR | Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews |
OSF | Center for Open Science |
QoL | Quality of Life |
RT | Reminiscence Therapy |
NI-VRRT | Non-Immersive Virtual Reality Reminiscence Therapy |
I-VRRT | Immersive Virtual Reality Reminiscence Therapy |
HMD | Head-Mounted Display |
PAS | Psychogeriatric Assessment Scale |
AES | Apathy Evaluation Scale |
SSQ | Simulator Sickness Questionnaire |
SUS | System Usability Scale |
ZBI | Zarit Burden Interview |
CESD | Center for Epidemiological Studies Depression |
CDR | Clinical Dementia Rating |
CASI | Cognitive Abilities Screening Instrument |
MMSE | Mini-Mental State Examination |
MoCA | Montreal Cognitive Assessment |
SLUMS | Saint Louis University Mental Status |
HADS | Hospital Anxiety and Depression Scale |
NPI | Neuropsychiatric Inventory |
EUROHIS-QOL-8 | European Health Interview Survey Quality of Life 8-item index |
PGC | Philadelphia Geriatric Center |
MOSES | Multidimensional Observation Scale for Elderly Subjects |
TMT | Trail Making Test |
WFT | Word Fluency Test |
BPSD | Behavioral and Psychological Symptoms of Dementia |
HCP | Health Care Provider |
Appendix A
Study, Year | Single-Center /Multi-Center | Out/Inpatients | Inclusion/Exclusion Criteria | Recruitment Methods | Sample Size | Gender | Years of Age Mean (SD), [Range] | Cognitive or Dementia Conditions a | Comorbid Diagnosis |
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Abdalrahim et al. [17] | Multi-center (n = 3) | IN | Inclusion criteria: - Patients with clinical dementia diagnosis who could consent (or had a consultee if they could not consent themselves). Exclusion criteria: - Those deemed unfit by care staff or those diagnosed with other psychiatric disorders. | Convenience sampling with eligibility assessed by care staff; consent obtained from participants or consultees. | n = 75 (PwCI) | n = 41 (female), n = 34 (male) | PwCI: 65.5 (2.2), [N/A] | Major neurocognitive disorder: dementia (unspecified types) (n = 75) | N/A |
Afifi et al. [32] | Single-center | OUT | Inclusion criteria: - Residents of senior living community (Maravilla, Santa Barbara, CA) in August 2019 to March 2020 - Residents with MCI or mild-to-moderate dementia - Residents with family members living at a distance. Exclusion criteria: - Individuals with hallucinations, paranoia, aggression, vertigo, or abusive relationships. | Recruitment through letters, staff announcements, townhall meetings, and one-on-one discussions. Consent was obtained directly from participants and their legal representatives. | n = 21 (PwCI) n = 21 (Family members) | PwCI: n = 18 (female), n = 3 (male) Family members: n = 9 (female), n = 12 (male) | PwCI: 83.10 (9.76), [54–94] Family members: 59.86 (14.12), [18–83] | Mild neurocognitive disorder: n = 9 Major neurocognitive disorder: Mild: n = 4, Moderate: n = 8 | N/A |
Brimelow et al. [29] | Single-center | IN | Inclusion criteria: - Psychogeriatric Assessment Scale (PAS) score ≤4, indicating no or minimal cognitive impairment, with consent or guardian consent as appropriate. Exclusion criteria: - acute illness, contagious conditions, or inability to sit up. | Residents were informed of the VR program through advertising, and participation was opt-in with consent obtained. | n = 13 (PwCI) | n = 9 (female), n = 4 (male) | PwCI: 82 (8), [66–93] | Mild neurocognitive impairment: mild (n = 4) Major neurocognitive disorder: dementia (n = 9) (2 = moderate; 7 = severe) | N/A |
Coelho et al. [18] | Multi-center (n = 2) | IN | Inclusion criteria: - adults aged 65 - having a dementia diagnosis - being able to recall memories with the aid of caregivers. Exclusion criteria: - severe visual impairments, advanced dementia stages, and diagnosis of specific psychiatric disorders (e.g., schizophrenia). | Convenience sampling in two local institutions, informed consent obtained from participants or guardians. | n = 9 (PwCI) | n = 6 (female), n = 3 (male) | 85.6 (7.4), [N/A] | Major neurocognitive disorder: dementia (unspecified types) (n = 9). Moderate: n = 3 Moderately severe: n = 3 Severe: n = 3 | N/A |
Huang et al. [8] | Multi-center (n = 2) | IN | Inclusion criteria: - diagnosed with all-cause dementia by experienced physicians, based on the National Institute on Aging and Alzheimer’s Association diagnostic criteria - attended the dementia care unit between July 2020 and March 2021 Exclusion criteria: - they had poor recognition of the VR images even after adjusting the mounting position of the headset - their cognitive function was too low or their BPSD was too severe making assessment difficult. | Recruited from 2 dementia care units in Kaohsiung city, Taiwan, identified by the staff at the dementia care units based on the inclusion and exclusion criteria | n = 20 (PwCI) | n = 11 (female), n= 9 (male) | 79.0 (7.8), [N/A] | Major neurocognitive disorder: dementia (unspecified types): very mild (n = 2), mild (n = 15), moderate (n = 3) | N/A |
Saredakis et al. [13] | Single-center | IN | Inclusion criteria: - residents without severe cognitive impairment (assessed by Psychogeriatric Assessment Scale score <16) and those without agitation or vision impairments uncorrectable with glasses. Exclusion criteria: - presence of neurological disorders, severe cognitive decline, or physical limitations incompatible with VR use. | Participants identified by senior staff based on criteria; approached directly by researchers for consent. | n = 17 (PwCI) | n = 10 (female), n = 7 (male) | PwCI: 87.3 (6.3), [72–95] | Mild neurocognitive disorder (MCI): no or minimal (n = 10), mild (n = 3), moderate (n = 4) | Apathy (n = 3) |
Saredakis et al. [30] | Multi-center (n = 3) | IN | Inclusion criteria: - residents aged 65+ years with moderate impairment (Psychogeriatric Assessment Scale score ≤ 15) - vision corrected to fit an HMD. Exclusion criteria: - for severe cognitive impairment, severe physical or mental conditions preventing VR use. | Participants recruited by senior facility staff based on eligibility; informed consent obtained by research staff. | n = 43 (PwCI) | n = 28 (female), n = 15 (male) | PwCI: 84.8 (8), [71–103] | Major neurocognitive disorder: up to moderate (PAS ≤ 15) (n = 43); in details: Memory-related, dementia, or Parkinson disease (n = 11) | Apathy (n = 28), Depression and anxiety (n = 16) |
Siriaya et al. [19] | Multi-center (n = 2) | IN | Inclusion criteria: - residents of the 2 care homes involved in the study | N/A | n = 6 (Caregivers) n = 2 (Managers) | N/A | Caregivers/Managers: N/A (N/A), [80–101] | (referred to) Major neurocognitive disorder: dementia (unspecified types) | N/A |
Sun et al. [15] | Single-center | IN | Eligibility screening - Assess cognitive functioning of PwCI with Mini-Mental State Exam cognitive assessment scores above 24 points for the Mini-Mental State Exam [4] and above 10 points for the Montreal Cognitive Assessment. | Purposive sampling was used to recruit individuals from the study setting (Participants’ interests were solicited through recruitment posters posted in the study setting) | n = 3 (PwCI) n = 7 (Health staff) | PwCI: N/A Staff: n = 5 (female), n = 2 (male) | PwCI: N/A (N/A), [65–74] Health staff: N/A (N/A), [25–84] | Major neurocognitive disorder: dementia (unspecified types) (n = 3) | N/A |
Sun et al. [16] | Single-center | IN | Inclusion criteria: - HCPs (health care providers) who directly worked with PwCI - have experience managing BPSD (Behavioral and Psychological Symptoms of Dementia) - over the age of 18 years - capable of providing informed written consent and can speak and understand English | Ontario Shores Staff members realized and delivered a recruitment flyer. Patients were selected form 2 units: Geriatric Dementia Unit (GDU) and Geriatric Transitional Unit (GTU) of the Center of experimentation | n = 10 (healthcare providers) | Healthcare providers: n = 8 (female), n = 2 (male) | Healthcare providers: N/A (N/A), [18,59] | N/A | N/A |
Tominari et al. [31] | Multi-center (n = 7) | IN | Inclusion criteria: - Japanese-speaking, aged 65 years or older - clinically diagnosed with dementia on the mini-mental state examination (MMSE) scores ranging from 22 to 26 - no other psychological disorders - no visual nor auditory impairments that would interfere with reminiscence therapy - no exposure to reminiscence therapy over the past three months - able to answer “Yes” or “No” to close-ended questions - able to view images for approximately 30 min - no demonstrated previous experience with tablet-type devices - selected the participants according to their attention span, which was judged by the nursery staff during the recreation and rehabilitation time | Participants were recruited from four elder-care facilities and three nursing homes in Japan PwCI expressed the intention to participate in this study. | n = 52 (PwCI) | n = 40 (female), n = 12 (male) | 86.05 (N/A), [68–98] | Mild neurocognitive disorder | N/A |
Study, Year | Source of Data | Other Experiment Actors | Interaction with the System During the Experiment | Conversating with Facilitators About RT Materials | Experimental Procedure | Measures | Data Collection Types |
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Abdalrahim et al. [17] | Auto-referred | Facility staff (recruiters), researchers (recruiters, assessors) | N/A | N/A | (1) Pre-Assessment phase: baseline data on apathy, cognitive function, anxiety, and depression. (2) VRRT sessions phase: 10 guided sessions, each lasting up to an hour, over five weeks (twice weekly). Sessions were one-on-one, conducted in Arabic, and designed to evoke individual or group “positive memories.” (3) Post-Assessment phase: Assessment of all outcomes immediately after the final VR session. | Saint Louis University Mental Status (SLUMS)—Arabic Version: Person-Environment Apathy Rating Scale (PEARS)—Arabic Translation: Hospital Anxiety and Depression Scale (HADS)—Arabic Version | Quantitative data collection: self-reported data, demographic and health data, behavioral data. Qualitative data collection: users and staff interviews. |
Afifi et al. [32] | Mixed | Staff (recruiters), researchers (recruiters, facilitators, assessors), family members (support, RT material providers), | Participant and proxy interaction Residents and family members: observing their photos and video in a virtual family room, from seated position. Family member: input the addresses into the Rendever online portal Residents: chose avatars to represent themselves and their family member Researchers: operated the VR using a control tablet. | N/A | Baseline 15 min phone conversation. Weekly VR sessions over three weeks, average length 30.36 min. Featuring: (1) 1 of 25 Preprogrammed Virtual travel adventures. (2) Visits to favorite past addresses or destinations. (3) Viewing family photos/videos in a virtual family room. Residents experienced the VR in a private room at the senior living community while family members participated from their own homes. Data collection included surveys, behavioral observations, and automated analysis of kinetic engagement. Analysis: computed repeated measures analysis of variance (ANOVA), paired t tests, between subjects ANOVAs all test were two-tailed, with α = 0.05 | Mini-Mental State Examination-2 (MMSE-2) Adapted questionnaire items about user satisfaction and perceptions (scale items) Adapted questionnaire items about sense of presence (scale items) Observational coding items from Relational Communication Scale about conversational engagement (scale items) Observational coding items about behavioral engagement (scale items) Post-Session Interviews | Quantitative data collection: self-reported data, demographic and health data, behavioural data, standardized cognitive screening tools, Qualitative data collection: Pre study interview, Debriefing interview |
Brimelow et al. [29] | Mixed | Leisure staff, lifestyle staff (support), lifestyle Coordinator, personal carer and registered nurse (n = 2) (facilitators, assessors), researchers (assessors). | No or minimal interaction Participants—observation; posture N/A Leisure and lifestyle coordinator—set up the scenery for the experiment | Yes + reported example questions | (1) Pre-VR Observation: users were observed for 10 min to record baseline levels of apathy and emotion. (2) Setup: Facilitators (lifestyle coordinators or research assistants):—selected VR scenes based on resident preferences; -secured the headset on the resident and adjusted it for comfort; -facilitators explained the process and set expectations before starting the VR session. (3) VR Session: facilitators encouraged engagement by asking open-ended questions related to the scene: “What do you see?”; “Have you been to a similar place?”. Facilitators also monitored for symptoms of simulator sickness and provided instructions to mitigate discomfort, such as closing eyes before removing the headset. (4) Post-VR Observation: Users were observed for 10 min to measure apathy and emotions. Users were also asked about their experiences and preferences in a structured interview. | Person–Environment Apathy Rating Scale (PEARS) Observed Emotion Rating Scale (OERS) Structured Interviews for Qualitative Feedback. Simulator Sickness Questionnaire (SSQ) Emotion and Mood Assessment in Dementia Studies | Quantitative data collection: self-reported data, behavioral data. Qualitative data collection: resident feedback survey, staff interviews, observational notes. |
Coelho et al. [18] | Mixed | Caregiver including family members (support), family members (RT material providers), researchers (facilitators, RT material providers, assessors) | No or minimal interaction Participants—observation from seated position | Yes + reported example questions | (1) Preparation of Intervention Personalization: Semi-structured interviews with participants and caregivers identified meaningful life memories, activities, and locations. Researchers used these details to create 360° video recordings of specific places, such as childhood homes, workplaces, or religious venues. Video Production: Filming conducted using a GoPro Fusion 360 camera, edited with Adobe Premiere Pro. High-resolution recordings ensured clear visualization, avoiding stressful stimuli (e.g., loud noises or obscured views). (2) Reminiscence Program Implementation Session Setup (Four individual sessions over two weeks. Conducted in either institutional facilities or a dedicated VR lab). VR Session: Participants viewed personalized 360° videos for a maximum of 15 min while seated in a rotating chair to explore the environment. Researchers guided participants using verbal cues, e.g., “What do you see?” or “Does this place make you remember anything?” (3) Post-Session: Participants discussed their feelings and shared recollections of the video. Simulator sickness symptoms were reassessed. Data Collection: Engagement and Behavior: Observations on interest in the 360° environment, communication, memory recall, and overall experience. Levels of interest rated as very interested, moderately interested, or not interested. Psychological and Behavioral Symptoms: Symptoms like anxiety, agitation, or irritability were recorded using a customized scale based on the Cornell Scale for Depression in Dementia and the Neuropsychiatric Inventory. Simulator Sickness: Symptoms like eyestrain, dizziness, or nausea were evaluated pre- and post-session using the Simulator Sickness Questionnaire. Pre- and Post-Intervention Assessments: Neuropsychiatric Inventory: Assessed dementia-related symptoms (score range: 0–144). EUROHIS-QOL-8: Measured perceived quality of life (score range: 8–40). | Neuropsychiatric Inventory (NPI) EUROHIS-QOL-8 Simulator Sickness Questionnaire (SSQ) Observation of Engagement Semi-Structured Interviews with Caregivers. | Quantitative data collection: Standardized cognitive screening tools, self-reported data, demographic and health data. Qualitative data collection: Focus groups |
Huang et al. [8] | Auto-referred | Facility staff (recruiters), family and caregivers (RT material providers), researchers (support, facilitators) | Participant interaction Participants—controllers of interactions (play/pause, feed chickens) from seated position Researchers—observing mirrored viewport | Yes | (1) Before-Intervention Assessment: Cognitive function, Global status, Depressive symptoms, Caregiver burden. (2) VR Intervention (twice per week for 3 month, each session 10–12 min): Participants were seated to avoid motion sickness and fall risks. VR content was mirrored on a laptop for the researcher to monitor the participant’s interactions. Participants used controllers for interaction, with guidance and support from researchers when needed. (3) After-Intervention Assessment: Cognitive function, Global status, Depressive symptoms, Caregiver burden. (4) Long-Term Assessments: 3–6 months after intervention using the same measures. | Cognitive Abilities Screening Instrument (CASI) Mini-Mental State Examination (MMSE) Clinical Dementia Rating (CDR) Center for Epidemiological Studies Depression (CESD) Zarit Caregiver Burden Interview (ZBI) | Quantitative data collection: self-reported data, demographic data. Qualitative data collection: observational notes. |
Saredakis et al. [13] | Auto-referred | Facility staff (support, recruiters), researchers (facilitators, researchers, assessors) | Proxy interacting Participants—observation from seated position Researchers—6DOF navigation from mirrored viewport | Yes | (1) Session 1: Demographic data collection and pre-study interviews to customize VR content. Participants viewed a brief VR demo to confirm suitability for the headset. (2) Content preparation: Tailored of the VR content (90 min per users) (3) Session 2: a 20 min VR reminiscence session using HMDs (-Pre-VR assessments: SSQ, verbal fluency tasks, and expectation ratings; -Participants viewed VR content for 20 min while discussing related memories with the researcher; -Post-VR assessments: SSQ, verbal fluency tasks, enjoyment ratings, and debrief interviews). | Apathy Evaluation Scale (AES) Psychogeriatric Assessment Scale (PAS) Simulator Sickness Questionnaire (SSQ) Presence Measures—Slater–Usoh–Steed Presence Questionnaire (SUS) Verbal Fluency Tests Qualitative Feedback—Debriefing Interviews | Quantitative data collection: self-reported data, performance-based tasks, demographic and health data. Qualitative data collection: Pre-study interview, debriefing interview. |
Saredakis et al. [30] | Mixed | Senior facility staff (recruiters), researchers (RT material providers, support, recruiters, facilitators, assessors) | Proxy interacting Participants—observation from seated or lying position Researchers—6DOF navigation from mirrored viewport | Yes | Three groups: (1) VR-based reminiscence using Oculus Quest HMDs, (2) laptop-based reminiscence, and (3) usual care (control). Each intervention group underwent three 20 min reminiscence sessions over two weeks, with themed content (e.g., personal memories, nature scenes). Phases: (1) Baseline Assessment (60 min). Participants in the VR and active control groups: 60 min reminiscence interview to personalize intervention content. (2) Intervention (three individual reminiscence sessions within two weeks, each lasting 20 min). (3) pre- and post-session measures for VR participants. (4) Follow-Up Measures Conducted the day after the final intervention session. Repeated all baseline measures (AES, ACE-III, GDS, etc.). Qualitative feedback on the reminiscence experience was gathered. | Psychogeriatric Assessment Scales (PAS) Apathy Evaluation Scale (AES) Addenbrooke’s Cognitive Examination III (ACE-III) Geriatric Depression Scale (GDS) Quality of Life in Alzheimer’s Disease (QOL-AD) Three-Item Loneliness Scale Simulator Sickness Questionnaire (SSQ) Session Records: Assessed attendance, memory recall, responsiveness, interaction, and enjoyment during reminiscence sessions. Staff Questionnaire: Evaluated perceived changes in social involvement, cognitive awareness, and behavior. | Quantitative data collection: self-reported data. Qualitative data collection: resident feedback survey, staff interviews. |
Siriaya et al. [19] | External observer data | Caregivers (facilitators, assessors), researchers (assessors, support) | Participant interacting Participants: interactions with upper limb movements (picking up items), from seated mode, could navigate with 6DOF | N/A | 9 visits were made to 2 care homes, and 8 observation sessions were carried out over the period of eight months. After each visit where observation sessions were conducted interviews were carried out with the care staff. 2 focus group sessions were carried out with the care staff and managers. Analysis: thematic analysis | No quantitative measures employed Observation of Engagement Pre and Post Session Interviews with staff facility Focus Group discussions | Qualitative data collection: pre and post study not structured interviews, focus groups discussions, observational notes. |
Sun et al. [15] | Mixed | Researchers (recruiters, facilitators, assessors) | Participant interaction Participants—selection play/pause of RT materials in VR, free navigating VR scenes, 3D painting activity; posture N/A | N/A | VR sessions: Participants used Meta Quest 3 VR headsets to experience VR environments. Tailored content included images, audio, videos, and interactive activities such as painting and virtual travel (10–15 min per session). Assessment timeline: (1) Pre-Intervention assessment: Conducted before participants were introduced to the VR demonstration. (2) During Intervention assessment: observations during VR demonstrations to assess usability and participant engagement. Initial usability of the VRRT prototype was tested during interactive sessions. (3) Post-intervention assessment: conducted immediately after the VR demonstration and usability testing. | Mini-Mental State Examination (MMSE) Montreal Cognitive Assessment (MoCA) Participant Demographic Information Short Form Zarit Burden Interview (ZBI-12) System Usability Scale (SUS) Presence Questionnaires Focus Group and Semi-Structured Interview | Quantitative data collection: Standardized cognitive screening tools, self-reported data, demographic and health data. Qualitative data collection: Focus groups, semi-structured interviews, observational notes. |
Sun et al. [16] | External observer data | Facility staff (recruiters), care giver (RT material providers), family member (support), researchers (recruiters, facilitation, assessors) | Participant interaction Participants—navigate the VR environment, select and interact with RT materials (play/pause/volume); posture N/A Caregiver—indicate which media to display during execution | N/A | 1) Setup: Caregivers and HCPs were introduced to both web-based RT and NI-VRRT systems. Content for sessions was selected and uploaded based on individual preferences or generic themes. 2) web-based RT and NI-VRRT Sessions: Conducted in dementia care units or caregiver facilities. Each session included the display of selected media and caregiver-patient interaction. 3) Data Collection: Participants completed the System Usability Scale (SUS) after each session. Feedback interviews were conducted to gather qualitative insights into usability and effectiveness. | System Usability Scale (SUS) to the caregivers. Interviews. | Quantitative data collection: self-reported data, demographic data. Qualitative data collection: semi-structured interviews, observational notes. |
Tominari et al. [31] | Auto-referred | Trained nurse (recruiters, facilitators), researchers (RT material providers, assessors) | Proxy interaction Participants: observing; posture N/A Trained nurse: enlarged or reduced 360 image on tablet | Yes | (1) Intervention (8 weekly sessions per participant. 30–45 min per session) VR Panoramas Group: Used 9.7-inch iPads to display 360° VR panoramic images. Participants could enlarge, reduce, and adjust the viewing angles freely. Scenes included traditional Japanese settings, such as homes, schools, and cultural artifacts from the 1940s–1960s. Sessions were facilitated by a certified nurse trained in reminiscence therapy. Conventional Still Photos Group: Viewed printed panoramic photos of the same settings used in the VR group. Each panoramic scene was divided into four printed images covering 90° each. Facilitators prompted participants to reminisce and discuss the images they viewed during the sessions. (2) Assessments Baseline and Post-Intervention: Cognitive and behavioral assessment, subjective well-being. | Mini-Mental State Examination (MMSE) Revised Philadelphia Geriatric Center Morale Scale (PGC morale scale) Multidimensional Observation Scale for Elderly Subjects (MOSES) Trail Making Tests (TMT-A and TMT-B) Word Fluency Test (WFT) | Quantitative data collection: self-reported data, demographic and health data, behavioral data, standardized cognitive tools. |
Reference | Hardware and Software Equipment | RT Materials a | RT Material Interactions b | Customization VR Environment |
---|---|---|---|---|
Abdalrahim et al. [17] | HW: - HMD VR headsets (unknown model) SW: - ad hoc developed Arabic-language VR content | - images: LA c 360-degree photos from locations within Jordan - videos: LA c 360-degree videos from locations within Jordan - audio: typical music from Jordan Stakeholder input (caregivers, dementia specialists, and local cultural advisors) shaped the VR content, ensuring relevance to participants’ backgrounds and personal histories | - LA c images and video: patients had the possibility to watch them in 360 degrees and navigate them via ad hoc VR app - audio: music could be run by the patient | collective history (not customized) |
Afifi et al. [32] | HW: - Oculus Go VR headsets (3-degree-of-freedom) - tablet (type not specified) SW: - Rendever (platform for shared VR experiences) - OpenPose (open source body recognition software program) | - images: LA c 2D from personal history - video: LA c 2D from personal history + LA c 360-degree videos from Rendever - unknown: “…In VR Session 1 (Virtual Adventures), the dyad chose five travel adventures (e.g., safari, hot air balloon, boat ride in Thailand) among 25 possible preprogrammed adventures…” | - multiplayer co-presence in the same environment - Selection of a virtual experience/environment (3D CG environment browsing) - 3D LA c image/video browsing - 2D image/video browsing | personal history (customized) + collective history (customized) |
Brimelow et al. [29] | HW: Samsung Gear VR Google and a Samsung Galaxy S7 mobile phone with preloaded 360-degree video content SW: unknown (360 video-player) | - images: not specified type, non-personal - audio: relaxing music, narration audio | - images: unspecified interactivity level by the patient - audio: background music as a companion for the image exploration | not history-related (non-customized) |
Coelho et al. [18] | HW: - Samsung Gear VR Google with Samsung S7 smartphone; - Oculus Rift headset - Earphones - GoPro Fusion 360 camera SW: - captured 360° videos edited with GoPro Fusion Studio and Adobe Premiere Pro (to remove distractions) | - images: LA c photo from 360-degree camera (from locations according to personal preferences of patients; a finite number of locations were chosen to shoot according to majority of preferences from patients’ interviews.) | - LA c images: patients had the option to watch them in 360 degrees and navigate them via commercial VR app (unspecified) | personal history (customized) |
Huang et al. [8] | HW: a VIVE Pro VR HMD SW: ad hoc-developed VR app | - images: 2D photos from personal history; - objects 3D: CG 360 degrees from 3D digital asset - audio: music according to personal preferences, narration | - 2D photos/music: patient had the possibility to watch/play them within a CG room and navigate across them via an ad hoc VR app - 3D objects could be manipulated by patients (e.g., feeding virtual chickens) | personal history (customized) + collective history (not customized) |
Saredakis et al. [13] | HW: Meta Oculus Go (VR headset) SW: YouTube VR, Wander (Google Street View) | - images: location-based LA c 360-degree photos available via Google Street View - video: LA c 360-degree videos available on YouTubeVR (VR content was tailored for each participants after an interview based on reminiscence therapy guidelines) | - LA c location-based images: patient had the possibility to watch them in 360 degrees (via Wander app) - LA c videos: patient had the possibility to watch them in 360 degrees (via YouTubeVR app) | not history-related (customized) |
Saredakis et al. [30] | HW: - Meta Quest (VR headset) - laptop used (active control group) SW: - YouTube VR and Wander (Google Street View) - YouTube and Street View (for laptop based experiences) | - images: location-based LA c 360-degree photos available via Google Street View (both HMD and laptop sessions) - video: LA c 360-degree videos available on YouTubeVR + 2D for laptop sessions (YouTube) (VR content was tailored for each participants after an interview based on reminiscence therapy guidelines) | - LA c location-based images: patient had the possibility to watch them in 360 degrees (via Wander app or Google Street View on a laptop) - LA c videos: patient had the possibility to watch them in 360 degrees (via YouTubeVR app or YouTube on a laptop) (either actively or passively) | not history-related (customized) |
Siriaya et al. [19] | HW: - Microsoft Kinect sensor - projector (unspecified type) SW: - 3 VR apps developed with Unity3D and the Zigfu development Kit | Image: 3D CG (old posters, magazines, TVs, books) collective history Audio: music (collective history) Interactions: rowing and jogging | - 3D CG objects manipulation pick (pick-up items on the table by moving their hands) - 3D CG environment navigation with rowing or jogging gesture with upper limbs | collective history (not customized) + not history-related (not customized) |
Sun et al. [15] | HW: - Meta Quest 3 VR headsets SW: - familiarization with VR through existing apps on Oculus - ad hoc-developed VR app | - images: 2D photos from personal history - objects 3D: CG images in 360 degrees (natural environments) - videos: 2D videos from personal history - audio: music according to personal preferences | - 2D photos/video/music: patient had the possibility to watch/play them within a CG room and navigate across them via an ad hoc VR app - CG images: patient had the possibility to watch them in 360 degrees and move within them (or interact) through standard Oculus apps | personal history (customized) + not history-related (not customized) |
Sun et al. [16] | HW: a television set with both the WBRT and NIRT apps SW: ad hoc-developed - Webapp (WBRT) - Non-immersive VR app (NI-VRRT) | - images: 2D photos from personal history, LA c 360-degree images of familiar places - videos: 2D videos from personal history, YouTube videos of personal preferences - audio: music according to personal preferences, personal recordings | - 2D photos/images/music: patient had the possibility to watch/play them within a CG room and navigate across them via an ad hoc NI-VR (non-immersive) app - LA c 360-degree images could be watched from within a CG-generated snowball - 2D videos: patient had the possibility to watch them, control playback, access YouTube - 2D photos of familiar places were used to customize the CG room (view from outside the living room) | personal history (customized) + not history-related (customized) |
Tominari et al. [31] | HW: - 9.7” iPads panoramic photos of the same subjects. - conventional printed photos of the same subjects as per iPad | - images: 2D photos and LA c photos from 360-degree camera captured from a museum | [for iPad Non immersive VR only] - LA c images: patients had the chance to watch them in 360 degrees using an iPad | collective history (not customized) |
Appendix B
Emergent Subthemes | Description of Subthemes | Frequency | Quote from Literature (Examples from Some of the Papers Included) |
---|---|---|---|
High participation rate | This theme addresses the importance of the participation of a large percentage of the subjects, improving the representativeness of the data, increasing the validity of the results, and reducing the risk of bias or non-random selection. | 10 (90.9%) |
|
Sustained engagement | This theme refers to the continuous and consistent involvement of individuals in the activity over time, leading to active and lasting participation and contributing to the long-term success and more significant results. | 9 (81.8%) |
|
More engagement during I-VRRT vs. NI-VRRT | This theme refers to the greater involvement and interaction that users experience when using I-VRRT compared to a regular flat screen (NI-VRRT). I-VRRT offers an immersive experience that stimulates more the senses and attention, creating a stronger sense of presence in the VR environment, which leads to active and focused participation, while with a flat screen the experience is more passive and less engaging. | 3 (27.3%) |
|
Immersion and active participation | This theme refers to deep and active involvement in the activity, where the individual is physically present but also emotionally and cognitively engaged, contributing significantly to the experience with a positive impact on engagement and overall outcomes. | 6 (54.5%) |
|
Enhanced sense of presence | This theme refers to the amplified feeling of being physically and mentally immersed in the virtual environment, where participants perceive the environment as realistic and engaging, enhancing interaction, and overall experience, and contributing to the validity of the data collected. | 5 (45.5%) |
|
Emergent Subthemes | Description of Subthemes | Frequency | Quotes from Literature (Examples from Some of the Papers Included) |
---|---|---|---|
Integration of VR into Care Programs is Feasible | In a research context, this means that the study has found that using VR as part of the treatment or support for patients is practicable, achievable, and can be adapted to existing treatment protocols. The term “feasible” implies that, after examining various factors (such as the availability of technologies), the implementation of a VR-based therapy seems possible and advantageous. | 10 (90.9%) |
|
Ease of Use | The VR sessions are designed with specific patient needs in mind, ensuring the technology is accessible, understandable and usable without frustration. The ease of use in this context concerns how easily patients can interact with the technology and how much it facilitates the achievement of therapeutic goals without technological obstacles. | 11 (100%) |
|
User-Friendly Interface | In the research context, this theme is presented and analyzed to ensure accessibility, enhance user experience, reduce technological stress, and promote experiment adherence. | 4 (36.4%) |
|
High Satisfaction with Navigation and Controls | In this theme, researchers aim to understand the level to which the technology is usable both for patients and caregivers in terms of ease of navigation through the VR environment and controls. | 4 (36.4%) |
|
Simplifying Controls to Enhance Accessibility and Usability | This theme is related to the necessity of having simple and understandable VR technologies to better improve control and accessibility. | 3 (27.3%) |
|
Overall Well-Tolerated Tools (Rare/Manageable Simulator Sickness Reported) | This theme refers to the presence of cases of motion sickness in an overall context where participants’ usage of VR technologies has not brought side effects. | 4 (36.4%) |
|
Assistance Required for Web App Navigation | Researchers highlight this theme to enhance the importance of improving assistance during VR sessions, as older patients and patients with cognitive impairment might not have the ability to navigate the web app themselves. | 3 (27.3%) |
|
Adaptability to Resident Needs | This theme refers to the need for technologies to be adaptable to the context and the needs of patients living in residences to enhance the possibility of better results and participation in the experiments. | 4 (36.4%) |
|
Caregiver Acceptance | Caregiver acceptance is essential in VR reminiscence sessions with elderly patients or those with cognitive impairments, as it facilitates the use of technology, ensures patient safety, enables the assessment of intervention benefits, and encourages patient participation, fostering the sustainability and therapeutic success of the sessions. | 1 (9.1%) |
|
Emergent Subthemes | Description of Subthemes | Frequency | Quotes from Literature (Examples from Some of the Papers Included) |
---|---|---|---|
Positive Emotional Impact | This theme highlights studies pointing out the importance of positive outcomes derived from VR sessions with patients, enhancing the emotional impact that VR technologies can have on users. | 10 (90.9%) |
|
Mood Restoration | This theme refers to the process of restoring a positive or balanced emotional state through targeted interventions. In the context of virtual reality (VR) sessions, it involves using immersive experiences to alleviate negative emotional states and an overall improvement in psychological well-being. This goal is particularly significant as a positive mood can enhance quality of life and support both cognitive recovery and social interaction. | 4 (36.4%) |
|
Reduction in Apathy Scores | This theme is analyzed to demonstrate the possibility of reducing apathy in patients with high scores using VR as a tool to reactivate patients’ interest and commitment. | 4 (36.4%) |
|
Increased Enjoyment and Likeability | This theme reflects the importance of the impact of VR technologies in increasing the experience of the users with better enjoyment and likeability due to personalized scenarios. | 4 (36.4%) |
|
Enhanced Social Presence and Copresence | This theme analyzes social presence as the feeling of being with another person in a virtual world. It allows people to transcend their location in space and feel as if they are with each other psychologically. A component of social presence is the notion of copresence or “the degree to which the observer believes he/she is not alone and secluded, their level of peripheral or focal awareness of the other, and their sense that the other is peripherally or focally aware of them”. | 5 (45.5%) |
|
Strengthened Resident–Caregiver Relationships | This theme refers to the possibility of creating opportunities for positive interaction and emotional sharing between residents and caregivers. During sessions, caregivers can support residents by facilitating the use of technology and engaging in the VR experience. This active involvement fosters a sense of collaboration, improves communication, and could help build a better connection through shared experiences and moments of enjoyment. | 5 (45.5%) |
|
Reduction in Anxiety Symptoms | This theme highlights the use of VR on reducing anxiety by providing an immersive and controlled environment that can distract patients from stressful thoughts, promote relaxation through calm or familiar scenarios, and stimulate positive emotions. Additionally, personalized content can help patients feel safer and relive pleasant experiences, contributing to emotional comfort. | 7 (63.6%) |
|
Emotional Connection and Nostalgia | Researchers underline how VR reminiscence experience could help patients and users remember past events, which could enhance both a sense of nostalgia due to time passing by and an emotional and social connection among participants and between participants and caregivers. Sharing memories with people can evoke emotions that allegedly create a connection. | 5 (45.5%) |
|
Sense of Identity and Personal Memories | This theme highlights the importance of VR reminiscence intervention as a source of improving users’ recollection of personal memories and sense of identity, which may be diminished due to cognitive impairments and other health conditions. | 4 (36.4%) |
|
Emergent Subthemes | Description of Subthemes | Frequency | Quotes from Literature (Examples from Some of the Papers Included) |
---|---|---|---|
Significant cognitive improvement | This theme underlines the relevance of VR interventions in the improvement of cognitive functioning in patients with cognitive impairment and higher levels of apathy. | 2 (18.2%) |
|
No significant improvement in cognitive function | This theme demonstrates the relevance of negative or non-positive results expected during research, highlighting the importance of no results in reorienting the experimental methods of the research. | 3 (27.3%) |
|
Enhanced memory recall | This theme emerged in the research where VR reminiscence sessions enable patients to reactivate the ability to recall from memory despite mild or major cognitive impairments. | 3 (27.3%) |
|
Emergent Subthemes | Description of Subthemes | Frequency | Quotes from Literature (Examples from Some of the Papers included) |
---|---|---|---|
Physical Comfort of Equipment | This theme highlights the importance of focusing on the physical comfort of patients undergoing a different type of intervention with technological devices that affect their vision or movement. | 9 (81.8%) |
|
Navigation Complexity for Older Users | Researchers focus on challenges that older users may undergo with using technologies, focusing on how to better improve technology impact and usability. | 8 (72.7%) |
|
Physical Motion as a Critical Barrier | This theme is mentioned in several papers as physical motion can impact the user’s well-being with sickness and, more specifically, cybersickness. | 7 (63.6%) |
|
Interactive Features in VR | This theme focuses on the inclusion of interactive elements in VR experiences, allowing users to actively engage with their environment. Features like object manipulation, decision-making opportunities, and interactive narratives enhance user immersion, foster learning, and improve the overall effectiveness of VR applications. | 2 (18.2%) |
|
Limited Interpersonal Interaction | This theme highlights the potential reduction in real-world interpersonal interactions when using VR. While VR environments can simulate social settings, they may inadvertently isolate users from meaningful face-to-face communication. Addressing this requires a balance between virtual and real-world interaction to ensure users maintain social connections outside the VR experience. | 1 (9.1%) |
|
Different Levels of Familiarity with Technology that Impact on the Ability to Adapt to the VR Environment | This theme acknowledges the varying degrees of technological familiarity among users, which can significantly impact their ability to adapt to and benefit from VR experiences. Solutions include offering clear instructions, user-friendly interfaces, and training sessions to ensure users of all skill levels can comfortably and effectively engage with the VR environment. The availability and accessibility of the necessary technology, such as head-mounted displays (HMDs) and VR software, may pose logistical challenges, especially in under-resourced care homes. | 4 (36.4%) |
|
Participant Engagement Variability | Some participants exhibited varying levels of engagement during sessions, requiring session lengths to be adjusted to accommodate individual tolerance and interest levels. | 4 (36.4%) |
|
Emergent Subthemes | Description of Subthemes | Frequency | Quotes from Literature (Examples from Some of the Papers Included) |
---|---|---|---|
Enjoyment for Nature-Based VR Content | This theme highlights how nature-based VR content could create a more relaxing environment in users, helping to create an enjoyable experience. | 2 (18.2%) |
|
Realistic Elements | Researchers underline the importance of realistic features in VR sessions to better improve memory recall and reminiscence therapy. | 7 (63.6%) |
|
Enjoyment for Reminiscence-Oriented Content (like familiar or meaningful locations) | Familiar or meaningful locations better improve memory recall from users and create a space where they could feel safer and in line with their story. | 11 (100%) |
|
Variety in Content | This theme emphasizes the importance of offering diverse content in VR experiences to cater to different user preferences, goals, and needs. A broad range of scenarios, activities, and narratives enhances engagement and allows for tailored experiences that can meet various cognitive, emotional, or therapeutic objectives. | 2 (18.2%) |
|
Relaxing Themes | Relaxing themes are one of the focuses of researchers as they could improve users’ performance in reminiscence therapy, helping to explore an environment based on positivity. | 9 (81.8%) |
|
Preference for I-VRRT vs. NI-VRRT | This theme highlights the preference for fully immersive VR environments compared to traditional flat-screen displays. Immersive VR provides a sense of presence and engagement that flat screens cannot match, enhancing the effectiveness of interventions, education, and entertainment by creating a more realistic and captivating experience. | 1 (9.1%) |
|
Flexibility in VR Administration | This theme addresses the need for adaptable VR administration, allowing for adjustments in session timing, content delivery, and user interaction. Flexibility accommodates users with varying schedules, capabilities, and preferences, ensuring that the technology can be effectively implemented in diverse settings and populations. | 6 (54.5%) |
|
Emergent Subthemes | Description of Subthemes | Frequency | Quotes from Literature (Examples from Some of the Papers Included) |
---|---|---|---|
Adjustments for Better Visual and Audio Feedback | This theme highlights the importance of refining visual and auditory elements in VR to improve the overall user experience. Enhancements include higher-resolution graphics, immersive 3D soundscapes, and synchronized feedback to create a more engaging and realistic environment. | 10 (90.9%) |
|
Improved Object and Camera Rendering for Realism | This focuses on optimizing object modeling and camera rendering to achieve lifelike visuals in VR. Attention to detail in textures, lighting, and object physics is emphasized to ensure a more authentic and immersive experience. | 4 (36.4%) |
|
Tangible Interfaces for Non-Touch-Based Users | This theme addresses the need for alternative interaction methods for users who may not be able to utilize standard touch or motion-based controls. Tangible interfaces such as physical props, voice commands, or adaptive devices are proposed to enhance accessibility. | 4 (36.4%) |
|
Incorporation of Personalized Reminiscence Content | This emphasizes the inclusion of individualized content in VR experiences, particularly for therapeutic applications. By integrating personal memories, familiar settings, or meaningful imagery, users can engage more deeply, fostering emotional connections and enhancing outcomes. | 5 (45.5%) |
|
Enhanced Interactivity | This theme focuses on increasing the level of interactivity in VR environments, allowing users to actively engage with virtual objects, characters, and scenarios. Enhanced interactivity improves immersion and enables more meaningful user participation. | 4 (36.4%) |
|
Improving/Simplifying Navigation | To make VR accessible to a broader audience, this theme highlights the importance of intuitive and straightforward navigation systems. Simplified controls, clear prompts, and user-friendly interfaces are recommended to minimize frustration and confusion. | 3 (27.3%) |
|
Minimizing Cybersickness symptoms | This addresses the discomfort caused by VR, such as nausea or dizziness, often referred to as cybersickness. Strategies include optimizing frame rates, reducing motion inconsistencies, and designing environments that limit rapid or disorienting movements. | 2 (18.2%) |
|
Facilitator Assistance: Provide trained staff to guide participants during sessions for a smoother experience | This theme underscores the importance of having trained facilitators available during VR sessions to guide participants, troubleshoot issues, and ensure a smoother and more supportive experience, especially for first-time or vulnerable users. | 5 (45.5%) |
|
Scene Selection Flexibility | This focuses on offering users a variety of scenes or scenarios to choose from during VR sessions. Flexibility in scene selection allows customization to suit individual preferences, needs, or therapeutic goals, enhancing the relevance of the experience. | 2 (18.2%) |
|
Improve the Comfort and Fit of Headset Devices | Recognizing the physical discomfort that can result from poorly fitting or heavy VR headsets, this theme advocates for ergonomic designs that provide better weight distribution, adjustable straps, and comfortable materials to accommodate extended use. | 6 (54.5%) |
|
Recommendation for Short VR Session to Prevent Fatigue and Overstimulation | This theme emphasizes limiting session duration to prevent user fatigue, overstimulation, or discomfort. Shorter, focused sessions are recommended, particularly for first-time users or those with specific health concerns, ensuring a positive experience without overburdening participants. | 3 (27.3%) |
|
Integration of Hypermedia Features | Hypermedia capabilities that enable nonlinear navigation between multimedia elements (e.g., videos, images, sounds) are recommended to provide flexibility and reduce the cognitive load. | 6 (54.5%) |
|
Accessibility Features | VR systems should include adjustable settings for session duration, audio levels, and visual presentation to accommodate physical and sensory limitations. | 4 (36.4%) |
|
Emergent Subthemes | Description of Subthemes | Frequency | Quotes from Literature (Examples from Some of the Papers Included) |
---|---|---|---|
Lack of Long-Term Cognitive and Behavioral Change | This theme highlights the challenges in achieving sustainable improvements in cognitive and behavioral domains through virtual reality (VR) interventions. It emphasizes the need for strategies to ensure that positive changes observed during VR sessions extend beyond the intervention period and translate into long-term benefits for users. | 4 (36.4%) |
|
Addressing Excessive Motion in VR Experiences | This focuses on mitigating the challenges associated with excessive motion in VR environments, which can cause discomfort or disorientation. Strategies include designing environments with reduced motion sickness risk and optimizing motion control for user comfort and accessibility. | 1 (9.1%) |
|
Ensuring Realism and Engagement in VR Design | To maximize the effectiveness of VR, this theme focuses on creating realistic and engaging virtual environments that resonate with users, maintaining a balance between immersivity and user comfort to improve emotional and cognitive engagement. | 3 (27.3%) |
|
Lack of Control Group | This highlights methodological limitations in VR studies due to the absence of a control group, which undermines the ability to attribute observed outcomes directly to the intervention. Addressing this involves improving study designs to include appropriate comparisons. | 4 (36.4%) |
|
Selection Biases | This addresses the potential skew in results caused by non-representative participant samples, which may limit the generalizability of the findings. Mitigation strategies include inclusive recruitment practices and diverse sample selection. | 4 (36.4%) |
|
Adding VR Sessions (multi-session interventions) | This theme emphasizes the importance of extending VR interventions over multiple sessions to reinforce learning, improve skill retention, and achieve more substantial cognitive or behavioral improvements over time. | 10 (90.9%) |
|
Limitation of Self-Reported Measures | This acknowledges the over-reliance on self-reported data, which can be subjective and prone to biases. It suggests the incorporation of objective metrics or third-party evaluations to complement self-reported measures. | 4 (36.4%) |
|
Improving Interaction to Facilitate Navigation of the VRs Themselves | This theme focuses on enhancing user interaction mechanisms in VR to make navigation intuitive and accessible, reducing barriers for users unfamiliar with VR technology or those with physical limitations. | 2 (18.2%) |
|
Improving Sample Size | This addresses the issue of small sample sizes in VR studies, which reduce the statistical power and reliability of the findings. Increasing sample sizes improves the robustness and generalizability of the results. | 9 (81.8%) |
|
Promote Staff Availability to Facilitate Sessions and Time Constraints that Make it Difficult to Implement VR during Acute Behavioral Episodes | Recognizing that staff shortages can hinder the effective implementation of VR interventions, this theme calls for strategies to ensure adequate staffing and scheduling flexibility, especially during acute behavioral episodes when VR might be most beneficial. | 3 (27.3%) |
|
Limited Baseline Equality | This theme identifies the challenge of ensuring participants in VR studies have comparable baseline characteristics, as discrepancies can affect the validity of the results. Improved randomization and stratification methods are proposed solutions. | 3 (27.3%) |
|
Explore Alternative Interaction Methods | Study the feasibility of using simpler interaction methods, such as voice commands or hand-tracking, to reduce the cognitive and physical demands of navigating VR environments. | 3 (27.3%) |
|
Allow Accessibility without Internet | This theme underlines the need for VR systems that function effectively without requiring constant internet access, increasing usability in settings with limited connectivity and reducing barriers for underserved populations. | 1 (9.1%) |
|
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Eligibility Criteria Rationale | Eligibility Criteria Applied |
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The 1st Round eligibility criteria relied on content-independent filters, mostly pre-validated by the search strategies used, to ensure retrievability of records and consistency in filtering across databases with varying search filter granularity. | 1st Round: Inclusion criteria
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In the 2nd Round, the eligibility criteria were defined to narrow the selection of articles to those aligned with our conceptual framework while minimizing false negatives, given that researchers limited the screening at this stage to the title and abstract only. Consequently, the focus at this point was on mnemonic processes rather than reminiscence therapy, as prior research indicates that not all relevant studies explicitly mention reminiscence therapy, even when they employ its methodologies. | 2nd Round: Inclusion criteria
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In the Inclusion Round, these criteria were established to finalize the inclusion of articles in the study and to eliminate any false positives, relying on full-text evaluation. Our approach aims to encompass both primary targets and proxies and accept studies employing qualitative, quantitative, and mixed methods to comprehensively capture diverse aspects of reminiscence therapy and its integration into clinical practice. | Inclusion round: Inclusion criteria
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References | Study Design | Background | Objective(s) |
---|---|---|---|
Abdalrahim et al. [17] | Cross-sectional and longitudinal study | VRRT as a non-pharmacological approach to reduce apathy, enhance cognitive function, and improve mental well-being in dementia patients. | Effectiveness (of VRRT in reducing apathy, anxiety, and depression while enhancing cognitive function in older adults with dementia). |
Afifi et al. [32] | Feasibility/longitudinal/mixed-methods study | Use of virtual reality (VR) to improve social engagement and relationships between PwCI and their family. | Feasibility (of using VR’s long-distance networking features with PwCI with a family member who lives at a distance, comparing their perceptions. Comparing the use of VRRT for people with mild cognitive impairment (MCI) and people with mild-to-moderate dementia). |
Brimelow et al. [29] | Feasibility and mixed-methods study | VR as a non-pharma intervention for improving mental well-being, specifically reducing apathy and enhancing mood in aged care residents. | Feasibility and preliminary data effectiveness (of a fully immersive VRRT on apathy, mood, and engagement in aged care residents). |
Coelho et al. [18] | Feasibility/longitudinal/mixed-methods study | Virtual Reality as a reminiscence therapy tool to improve engagement, evoke positive memories, and manage neuropsychiatric symptoms in dementia. | Feasibility (of promoting reminiscence utilizing VR headsets) Effectiveness (exploring the effects of VRRT for PwCI on measurable symptoms, degree quality of life supported by caregivers’ perspectives). |
Huang et al. [8] | Longitudinal observational study | Novel non-pharma therapies for dementia, VRRT proved to improve anxiety, apathy, and cognitive function after usage with older adults. But there is lack of evidence for long term effects on people with dementia. | Effectiveness (of I-VRRT in older adults with dementia both immediately after and 3–6 months after intervention). |
Saredakis et al. [13] | Feasibility and mixed-methods study | Non-pharmacological intervention using VR (Virtual Reality) for apathy management in aged care. | Feasibility and preliminary data effectiveness of VRRT (to reduce apathy and enhance cognitive engagement in aged care residents). |
Saredakis et al. [30] | Non-randomized controlled trial | VR as a non-pharmacological tool for reminiscence therapy to reduce apathy and enhance emotional and cognitive engagement in older adults. | Effectiveness (comparing VRRT using HMDs with laptop-based and passive usual care for reducing apathy in residential aged care residents). |
Siriaya et al. [19] | Feasibility/longitudinal/case design/mixed-methods study | Multi-faceted approach to dementia care, integrating person-centered social interaction methods with advanced technologies like virtual worlds and interventions of reminiscence therapy. This combination aims to enhance engagement, selfhood, and emotional well-being. | Feasibility (exploring how older people with dementia engage with virtual worlds; co-design a virtual worlds experience to encourage sustained lucid experiences with residents). |
Sun et al. [15] | Exploratory/feasibility/mixed-methods study | Non-pharmacologic treatments (NPTs) for PwCI via immersive RT (FIRT) therapy. | Feasibility (of integrating VRRT into the Alzheimer’s Society’s existing dementia care program in the Durham Region of Ontario, Canada). Enhance the existing VRRT prototype (aiming for a comprehensive suite of assistive non-pharmacological tools to promote cognitive stimulation, reduce caregiver burden, and improve the quality of life for PwCI). |
Sun et al. [16] | Exploratory/feasibility/mixed-methods study | Non-pharmacologic digital treatments for PwCI, web-based and non-immersive RT. | Feasibility and effectiveness (comparing caregiver of PwCI perceptions of web-based NI-VRRT vs. I-VRRT tools). |
Tominari et al. [31] | Longitudinal/open-label/randomized controlled trial | Use of non-pharmacological interventions, particularly reminiscence therapy and virtual reality, to improve cognitive function and quality of life for people with dementia. | Effectiveness (comparing the VRRT-360 panoramas and RT utilizing digital not VR materials from the standpoints of cognitive functions, subjective well-being, and ADL in older adults with cognitive impairment). |
Study, Year | Variables Investigated | Experimental Results | Study Conclusions |
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Abdalrahim et al. [17] | Apathy, cognitive functions, anxiety, and depression | Apathy: Significant reduction in PEARS scores from 17.20 (SD = 5.89) pre-intervention to 11.15 (SD = 4.55) post-intervention (t = −13.18, p < 0.001). Cognitive Function: SLUMS scores increased significantly from 15.11 (SD = 5.30) to 19.70 (SD = 4.91) post-intervention (t = 11.40, p < 0.001). Anxiety: HADS anxiety scores decreased from 13.66 (SD = 4.20) to 8.23 (SD = 4.71) (t = −11.18, p < 0.001). Depression: HADS depression scores reduced from 13.62 (SD = 5.31) to 9.33 (SD = 4.81) (t = −8.89, p < 0.001). | The study demonstrated that VRRT is an effective and culturally appropriate intervention for improving the quality of life in elderly individuals with dementia in care homes, showing benefits in reducing apathy, enhancing cognitive function, lowering anxiety and depression, and increasing enjoyment and engagement during sessions. |
Afifi et al. [32] | User satisfaction and perceptions Sense of presence Conversational and behavioral engagement | 1. Evaluation of user satisfaction and perceptions (scale 1–10): Residents reported high levels of satisfaction (M = 9.21), interest, fun, ease of use, safety, willingness to use again, and recommendation. Discomfort, eye irritation, nausea, anxiety, and tiredness were low. No significant differences across VR sessions. Family members’ detailed results are provided in the full manuscript. Comparison (residents vs. family members): Residents reported slightly higher satisfaction and ease of use, and less fatigue and nausea, though differences were not statistically significant. 2. Evaluation of user sense of presence (5-point scale): Residents showed high telepresence (M = 4.32), social presence, and copresence. No significant differences across sessions. Family members reported slightly lower presence scores. Comparison: Residents experienced significantly higher telepresence, social presence, and copresence than family members (all p < 0.05). 3. Comparing conversational and behavioral engagement (VR vs. Baseline): Significant increases in conversational engagement, vocalics, facial expressions, and both human-coded and automated kinesics during VR sessions compared to baseline (all p < 0.05). 4. Comparing MCI and dementia conditions: No significant differences in satisfaction, ease of use, discomfort, or human-coded engagement between groups. Significant differences: Residents with dementia experienced higher telepresence, social presence, and copresence; residents with MCI showed greater automated physical (kinetic) engagement (p = 0.047). | VR was found to be safe and enjoyable, with high satisfaction and usability reported by both residents and family members. Residents with dementia experienced greater immersion but less physical engagement than those with MCI. Reminiscence-based VR sessions enhanced conversational and behavioral engagement compared to baseline phone interactions. |
Brimelow et al. [29] | Apathy, emotional response, enjoyment, physical and emotional discomfort, and reminiscence | Apathy Reduction: Significant reduction in apathy was observed (PEARS mean pre-score = 15.54, SD = 6.11; post-score = 11.38, SD = 3.93; Z = −2.818, p = 0.005. Emotional Response: No significant increase in fear or anxiety was observed; a trend toward increased pleasure and alertness was noted. Enjoyment: All but one participant expressed a desire to experience VR again, citing enjoyment of scenes, particularly nature-based content like beaches and animals. | The study highlights VR as a promising tool to improve mood, engagement, and social interaction in aged care. |
Coelho et al. [18] | Engagement levels, psychological symptoms, quality of life, and caregiver-reported impacts on well-being | Engagement: 73.5% of participants showed high interest in exploring the VR environment, and 57.7% communicated spontaneously about memories. Neuropsychiatric Symptoms and Quality of Life: No significant changes in the Neuropsychiatric Inventory (pre = 9.2, post = 9.7, p = 0.90) or EUROHIS-QOL-8 scores (pre = 28.6, post = 29.2, p = 0.66). Simulator Sickness: Mild symptoms (e.g., eyestrain, fullness of head) in a few participants, no severe side effects. | VRRT is a feasible and effective intervention for individuals with dementia, offering emotional, behavioral, and quality of life benefits. While further research with larger sample sizes is needed to validate these findings, the study highlights the potential of VR technology in enhancing dementia care. |
Huang et al. [8] | Overall cognitive function (attention, concentration, orientation, short-term memory, long-term memory, language abilities, visual construction, list-generating fluency, abstraction, and judgment) Cognitive impairment (orientation, immediate recall, calculation or attention, delayed recall, naming, repetition, 3-stage command, reading, writing, and constructional praxis) Manifestation and severity of dementia (memory, orientation, judgment and problem solving, community affairs, home and hobbies, and personal care) Depressive symptoms Caregiver burden | No changes in cognitive function, global status, and caregiver burden immediately after the VR intervention. Significant reduction in depressive symptoms (CESD; p = 0.008). Moreover, compared with the cognitive function immediately after VR, it kept declining 3–6 months after. No significant differences in the MMSE, CASI and its subdomains, CDR-SB, and ZBI scores before and immediately after VR intervention, while the scores for CESD significantly decreased from 6.15 (SD 5.73) to 3.15 (SD 4.26; p = 0.008). CASI score significantly decreased 3–6 months after VR, compared to immediately after VR (52.14, SD 15.71 vs. 57.50, SD 12.40; p = 0.03. | Immersive VR reminiscence may improve mood and preserve cognitive function in elderly patients with dementia during the period of intervention. |
Saredakis et al. [13] | Apathy, cognitive engagement (verbal fluency), presence, enjoyment, side-effects | Participation rate: 85% (17 out of 20 invited participants enrolled). Side effects: 35% (6/17 participants) reported mild, temporary side effects, including dizziness, eyestrain, and nausea. Enjoyment: All participants rated the VR experience positively, with many expressing interest in repeating the session. Semantic verbal fluency: Significant improvement post-VR (mean pre-VR = 9.73, SD = 4.10; mean post-VR = 12.20, SD = 4.54), t(14) = −3.27, p = 0.006. Phonemic fluency: No significant change post-VR (mean pre-VR = 10.13, SD = 3.78; mean post-VR = 9.73, SD = 3.81), t(14) = 0.55, p = 0.59. Association between apathy and verbal fluency: Positive correlation between initial apathy scores and semantic verbal fluency improvement: r = 0.719, 95% CI [0.327, 0.900], p = 0.003 | VR was well tolerated with high engagement, significant cognitive benefits in semantic verbal fluency (particularly for those with higher baseline apathy), but with a need for careful monitoring of side effects. VR could be an effective and innovative tool to address symptoms of apathy in older adults, provided its use is carefully managed to mitigate potential side effects. |
Saredakis et al. [30] | Apathy, cognition, depression, quality of life, loneliness, user preferences, enjoyment, engagement, simulator sickness symptoms, perceived changes in social involvement, cognitive awareness, and behavior from staff perspective | Apathy: No significant difference in apathy reduction between VR and laptop groups; however, the passive control group showed higher apathy levels than the intervention groups (p = 0.03). User Preferences: 73% of participants preferred VR over a flat screen for reminiscence viewing (p = 0.004). Session Enjoyment: Enjoyment was high across both VR and laptop groups, with slightly higher scores in VR. Side Effects: Minimal side effects reported; no significant differences in simulator sickness scores between sessions. Mild Symptoms: Two participants experienced short-term symptoms (e.g., headache, heavy-headed feeling). Secondary Outcomes: No significant improvements were observed for cognition, depression, quality of life, or loneliness. | VRRT appears to be a promising and feasible intervention in aged care settings, offering an engaging and enjoyable experience for residents. Although no significant differences in apathy were found between intervention and control groups, the act of reminiscing—regardless of format—seemed beneficial. Participants favored I-VR over flat-screen versions, and minimal side effects were reported, confirming its safety for older adults. Both I-VR and flat-screen approaches proved effective, with I-VR showing potential for future use due to its immersive appeal. |
Siriaya et al. [19] | User engagement with the virtual worlds designed | Qualitative findings (observations, interviews and focus group): (1) Suspension of Disbelief (residents often perceived VWs as real, demonstrating strong engagement and a sense of presence). (2) Active Participation (residents engaged in activities reinforcing the feeling of performing real actions) (3) Success in designing Sustained Ludic Experiences (bright colors, particle effects, and stimulating feedback successfully sustained residents’ attention, old music energized residents and ambient sounds enhanced their connection to the virtual worlds (VWs). (4) Mood Restoration (engaging with VWs helped residents shift to a more positive emotional state). Three main aspects of reminiscence were observed in the study: (i) reminiscence from the sense of place, (ii) virtual-object-based reminiscence, (iii) reminiscence from the motion (gesture-based interactions). Joint activities (VWs fostered collaboration and strengthened relationships between caregivers and residents). Limitations to direct future works: (1) excessive physical motion; (2) personally irrelevant places, objects, and activities; (3) negative memories triggered; (4) perception of workload from facility staff; (5) touchscreen and gesture interactions less accessible for some. Suggestions: leveraging more on tangible/physical interface to empower the resident less confident with touch-based ones. | VW can provide interactive experiences to promote a continuing selfhood and provide stimulation and engagement to promote a feelgood factor. Negative memories could be mitigated by playful design. VW could also be a “place” that allows staff and residents to foster personal relationship and trust, which may improve care. |
Sun et al. [15] | Usability and feasibility, navigation challenges, sense of presence, feedback on immersive experience, emotional impact, cognitive engagement, Caregiver burden, challenges, recommendations | (1) Usability and Feasibility (SUS): Overall usability as above average, with a median score of 69, though PwCI had a lower mean score (53.3) compared to caregivers (80). VRRT is feasible for integration into dementia care programs with adjustments to improve ease of use for PwCI. Minimal assistance was required to operate the VR headsets, though simplifications to navigation and controls would enhance accessibility. (2) Immersion and Engagement: High levels of immersion were reported, with median scores of: Spatial Presence: 4/5. Social Presence: 5/6. Environmental Presence: 4/5. PwCI described the VR experience as “realistic” and emotionally enjoyable, fostering happiness and calmness. Immersion promoted cognitive recall, such as reminiscing with personalized photos and audio. (3) Emotional and Cognitive Impact: VRRT effectively engaged PwCI in meaningful and stimulating activities, contributing to cognitive stimulation and positive emotional experiences. Caregivers perceived VRRT as a potential tool to reduce caregiving burdens by offering a structured and engaging activity for PwCI. (4) Challenges and Recommendations: Complexity of hand controls for PwCI. Eyeglasses compatibility issues for older participants. Simplify controls or incorporate non-controller-based activities. Adjust headsets for better comfort and usability. Include more interactive and purposeful activities to sustain engagement. | Virtual reality reminiscence therapy is a promising innovation in dementia care, offering immersive, engaging, and potentially therapeutic experiences for PwCI while supporting caregivers. Further refinements are needed to enhance usability and maximize its impact. |
Sun et al. [16] | Usability and efficacy, engagement and emotional impact, barriers and challenges, recommendations | (1) User-friendly and inclusiveness, client-centered and individualized approach to therapy, digitalization of reminiscence therapy, integrated and secured system, increased care participation, continuity of care. (2) Relationship building with PwCI, increases understanding of PwCI through personalized content, promotes better communication between caregivers and PwCI, reduces HCP’s workload, facilitates accessibility of reminiscence therapy. (3) Improves memory recall, quality of life, and mental well-being, alleviates negative behaviors, augments positive self-expression, reduces the risks of social isolation and wandering. (4) Improves social connection, family involvement in care, accessible in any setting. HCPs have indicated the significance of web-based RT in reducing behavioral and psychological symptoms of dementia. (5) Improves memory recall and mental well-being. (6) Alleviates negative behaviors. (7) Augments positive self-expression. (8) Reduces the risks of social isolation and wandering. (9) Improves social connection. (10) Promotes accessibility and family involvement in care. (11) Accessibility in any setting. Encourage involvement from younger individuals, offer training on the web app, and enhance the platform with features such as narrative descriptions for reminiscence, integration with other digital tools, QR code support, and a hybrid of digital and traditional approaches. For web-based reminiscence therapy (RT): Prevent image distortion during uploads; add a mobile upload option to leverage family members’ smartphones; allow bulk media uploads to save time; provide user support for system navigation; ensure accessibility across devices, not just desktops/laptops; offer tutorial videos to support user onboarding. For non-immersive VR reminiscence therapy (NI-VRRT): Improve visual realism to avoid the appearance of low-quality content; enable zoom for multimedia elements; simplify the visual environment by reducing on-screen objects; enhance audio playback quality; consider larger displays to improve immersion; provide training on using hotkeys; include clear, guided instructions to support ease of use. Average SUS score of 80/100 for the WebApp is 78.3/100 for the NIRT environment (considered usable with score above 68). | The data indicate that both web-based RT and NI-VRRT are viable tools for reminiscence therapy, with high usability scores and positive caregiver feedback. The recommendations for improving functionality and user-friendliness suggest opportunities to enhance their effectiveness in dementia care. |
Tominari et al. [31] | Cognitive functions, subjective well-being, behavioral and cognitive observations, executive function, language and verbal fluency | 1. Cognitive Function (MMSE Scores) VR Panoramas Group: (Baseline: 22.1 ± 2.4; Post-Intervention: 25.3 ± 2.1 (p < 0.001); Improvement: +3.2 points on average); Conventional Still Photos Group: (Baseline: 21.9 ± 2.6; Post-Intervention: 23.1 ± 2.3 (p < 0.05); Improvement: +1.2 points on average). 2. Subjective Well-Being (PGC Morale Scale) VR Panoramas Group: (Baseline: 13.6 ± 3.1; Post-Intervention: 17.8 ± 3.0 (p < 0.01); Improvement: +4.2 points); Conventional Still Photos Group: (Baseline: 13.4 ± 2.8; Post-Intervention: 15.2 ± 3.1 (p < 0.05); Improvement: +1.8 points). 3. Behavioral and Emotional Observations (MOSES Scores) VR Panoramas Group: Showed significant improvement in activity level, mood, and engagement. Participants were rated as “highly engaged” in 85% of sessions compared to 60% in the still photos group; Conventional Still Photos Group: Moderate improvement in mood and engagement, but less consistent than the VR group. 4. Executive Function (Trail Making Tests) TMT A (Processing Speed and Attention): VR Panoramas Group: (Baseline: 45.2 ± 9.8 s; Post-Intervention: 37.5 ± 8.6 s (p < 0.05); Improvement: −7.7 s); Conventional Still Photos Group: (Baseline: 46.1 ± 10.2 s; Post-Intervention: 42.4 ± 9.9 s (p > 0.05); Improvement: −3.7 s). Trail Making Test B (Cognitive Flexibility): VR Panoramas Group: (Baseline: 95.3 ± 15.1 s; Post-Intervention: 80.7 ± 14.4 s (p < 0.01); Improvement: −14.6 s; Conventional Still Photos Group: (Baseline: 97.2 ± 16.5 s; Post-Intervention: 92.8 ± 15.7 s (p > 0.05); Improvement: −4.4 s. 5. Language and Verbal Fluency (Word Fluency Test) VR Panoramas Group: Average number of words generated increased from 11.4 ± 2.3 to 14.7 ± 2.5 (p < 0.01); Conventional Still Photos Group: 9Average number of words generated increased from 11.2 ± 2.4 to 12.3 ± 2.6 (p > 0.05). 6. Participant Feedback (Participants in the VR Panoramas Group reported that the 360° images felt “immersive” and “brought back vivid memories”; The Conventional Still Photos Group described the experience as “pleasant but not engaging.”). | The results demonstrate that VR reminiscence therapy using 360° panoramas is more effective than conventional still photo therapy in improving cognitive function, subjective well-being, and engagement among older adults with mild dementia. The immersive nature of VR likely contributed to its superior outcomes. - The interactive and immersive nature of VR enhances cognitive stimulation, particularly in areas of memory recall, attention, and problem-solving. - The immersive VR environment appears to evoke stronger emotional connections and positive reminiscence experiences, contributing to better mood and overall psychological well-being. - VR therapy promoted more active participation and evoked richer discussions and memories. - Caregivers observed reduced agitation and increased happiness in participants after VR sessions. - VR appears to outperform traditional reminiscence approaches by leveraging its immersive qualities to evoke stronger emotional and cognitive responses. |
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Pardini, S.; Calcagno, R.; Genovese, A.; Salvadori, E.; Ibarra, O.M. Exploring Virtual Reality-Based Reminiscence Therapy on Cognitive and Emotional Well-Being in People with Cognitive Impairments: A Scoping Review. Brain Sci. 2025, 15, 500. https://doi.org/10.3390/brainsci15050500
Pardini S, Calcagno R, Genovese A, Salvadori E, Ibarra OM. Exploring Virtual Reality-Based Reminiscence Therapy on Cognitive and Emotional Well-Being in People with Cognitive Impairments: A Scoping Review. Brain Sciences. 2025; 15(5):500. https://doi.org/10.3390/brainsci15050500
Chicago/Turabian StylePardini, Susanna, Riccardo Calcagno, Anna Genovese, Elio Salvadori, and Oscar Mayora Ibarra. 2025. "Exploring Virtual Reality-Based Reminiscence Therapy on Cognitive and Emotional Well-Being in People with Cognitive Impairments: A Scoping Review" Brain Sciences 15, no. 5: 500. https://doi.org/10.3390/brainsci15050500
APA StylePardini, S., Calcagno, R., Genovese, A., Salvadori, E., & Ibarra, O. M. (2025). Exploring Virtual Reality-Based Reminiscence Therapy on Cognitive and Emotional Well-Being in People with Cognitive Impairments: A Scoping Review. Brain Sciences, 15(5), 500. https://doi.org/10.3390/brainsci15050500