Effects of Cognitive Training with Virtual Reality in Older Adults: A Systematic Review
Abstract
1. Introduction
- Identify the impact of using VR for intervention.
- Identify the features of VR systems used for cognitive training in older adults.
- Identify gaps in the literature.
- Provide future research directions.
2. Materials and Methods
2.1. Inclusion and Exclusion Criteria
2.2. Search Strategy
2.3. Study Selection
2.4. Data Collection Process
2.5. Data Analysis
2.6. Quality Assessment
3. Results
3.1. Selected Studies
3.2. Quality Assessment Results
3.3. Study Characteristics
3.3.1. Sample
3.3.2. Intervention
3.3.3. Measures
3.3.4. Were People Trained to Use the VR Systems Before the Intervention?
3.3.5. VR Devices Used for Interventions
3.3.6. Software Used for Interventions
3.3.7. Outcomes
4. Discussion
4.1. The Impact of VR-Based Interventions
4.2. Interpretation of Findings
4.3. Implications for Research and Practice
4.4. Rationale for Narrative Synthesis
4.5. VR Systems Used for Cognitive Training in Older Adults
4.6. Sample Sizes and the Ability to Replicate Interventions
4.7. Methodological Quality
4.8. Limitations of the Review
4.9. Contribution and Added Value
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Study | Sample | Intervention | Measures | Previous Training | VR Device Used | Software Used (Game or App) | Outcome |
---|---|---|---|---|---|---|---|
[23] | 11 older adults aged 65 or older with mild cognitive impairment or mild dementia. | The participants experienced 4 harvest games and 3 cooking games one time each. | MMSE, CDR, and GDS, were assessed. | There was no previous training before the intervention with the VR device. | The HTC Vive and a hand tracking module were used for the participants to control in-game interactions. | The authors developed a virtual game of harvesting and cooking in a rural environment representing Korea. The software is not available for public use. | There were no statistically significant differences between pre and post MMSE, CDS or GDS. |
[24] | 34 older adults aged 65 or older (18 in physical exercise group and 16 in cognitive program group). | Each group received 36 sessions of 60 min each in a span of 3 months. The physical exercise group used a Kinect system and programs for resistance exercise, aerobic exercise, and functional tasks in the forms of window cleaning, goldfish scooping, and other tasks relevant to daily activities. The cognitive training group used a proprietary software program and “Job Simulator” for the intervention. | TMT parts A and B and SCWT. | There was no previous training before the intervention for any group. | HTC Vive for cognitive program, and Kinect for physical exercise program. | For the immersive VR intervention, they used a proprietary software developed for the study (not available for public use) and a commercial game called “Job Simulator” from Owlchemy Labs. | Both groups showed significant improvements in executive function, single-task gait performance, and motor dual-task gait, but only the VR group showed improvements in cognitive dual-task gait performance and the dual-task costs of cadence after training. |
[25] | 56 older adults aged 60 or older with amnestic mild cognitive impairment, which were divided into an experimental group (n = 28) and a control group (n = 28). | 8 weeks of VR spatial cognitive training, 45 min sessions, 3 times a week. | WAIS-BDT and SLVT. | The authors did not provide training for using the devices before the intervention. | It is not clear which VR HMD device was used. | They developed their own software for the study; it is not available to the public. | Results suggest that the VR intervention might be beneficial in enhancing the spatial cognition and episodic memory of older adults with mild cognitive impairment. |
[26] | 37 older adults aged between 60 and 79 years. Participants were divided into a control group (n = 17) and an experimental group (n = 20). | Each group member participated in 16 individual 50 min morning sessions twice a week. The experimental group used 4 virtual reality games that covered different motor and cognitive demands such as attention, concentration, memory, jumping, crouching, etc. The control group performed balance training through an exercise with a protocol to stimulate the tripod of systems responsible for maintaining postural control: the visual, somatosensory, and vestibular systems. | Static balance was assessed using the Clinical Test of Sensory Interaction and Balance (CTSIB), mobility using the Timed Up and Go Test (TUG), and reach using the Functional Reach Test (FRT). | Before the intervention, participants went through a familiarization session with the HMD. | Oculus Rift | Four games were selected to use in the intervention: “BoxVR”, “Baskhead”, “InCell”, and “Thrills and Chills Roller Coasters”. All of these games are available for public use, either by purchase or free access. | There were no significant differences in the outcomes of both groups, with both types of intervention being shown to be effective when analyzed in as intra-group manner. |
[7] | 31 older adults aged 60 years or older (18 with mild cognitive impairment and 13 with mild dementia) | Participants were instructed to train 3 times per week over a 5-week period and to complete 3 training sessions on each training day, with each session lasting 20–30 min. The program involves training in multiple cognitive domains, such as memory, attention, executive function, and calculation ability. | Auditory Verbal Learning Test (AVLT), the Shape Trail Test (STT), the Symbol Digit Modalities Test (SDMT), GDS, and The Chinese Perceived Stress Scale (PSS). | Participants were taught how to wear the head-mounted display and use its controls to interact with the virtual supermarket during 3 separate 10 to 15-min sessions. Multiple exercises were used to help the participants adapt to the virtual environment. | HTC Vive Pro Eye | They developed a personalized immersive VR cognitive management program for older adults that was divided into 3 modules: an operation learning module, a cognitive evaluation module, and a cognitive intervention module. The software is not available for public use. | The mild dementia group had significantly greater improvement in general cognitive function than the mild cognitive impairment group. This difference may be due to the personalized difficulty setting of the software. Adjusting the appropriate task difficulty according to the basic cognitive level of patients with mild dementia has a positive impact on improving their cognitive function. |
[27] | 20 older adults (mean age was 79 years, SD 7.8) with clinical dementia ratings ranging from very mild dementia to moderate dementia. | The VR intervention was administered twice per week over a period of 3 months. The participants viewed and interacted with the VR content for approximately 10 to 12 min each time. | Participants were assessed with the Cognitive Abilities Screening Instrument (CASI), MMSE, the global status by Clinical Dementia Rating (CDR), and the depressive symptoms by Center for Epidemiological Studies Depression (CESD). | Participants did not receive previous training to prepare them for the intervention. | HTC Vive Pro | The authors created a software program based on a historical type of residence that was commonly found throughout Taiwan in 1960–1980. The participants could use the controllers to turn on a radio to play music and to open a photo album to browse the photographs with a narrating voice. They could also use the controllers to hold rice to feed chickens, which was a tradition in older villages. The software is not available for public use. | There were no significant changes in cognition, global status, and caregiver burden after the intervention, but depressive symptoms improved significantly afterwards. Immersive VR reminiscence may improve mood and preserve cognitive function in elderly patients with dementia during the period of intervention. |
[28] | 60 community-dwelling older adults were recruited and equally and randomly assigned to the control (n = 30) and experimental groups (n = 30). The mean age of all participants was 65.87 ± 4.18 years. | The experimental group received the VR training in the form of two 60 min sessions on a weekly basis for 4 weeks. The control group did not receive an intervention. | The Go/noGo test was used to index the inhibitory control as a central component of executive function. Forward and backward digit span tests were applied to tax abilities to update and manipulate information in working memory. Berg’s Card Sorting Test (BCST) was used to measure the executive function features switching task. | They used the analysis, design, development, implementation, and evaluation (ADDIE) model as an important phase for improving the VR learning environment and performance of the participants in the study. | Oculus Quest | The authors developed a VR software to fulfill six psychological processes (sensory memory, encoding, planning, movement control, active manipulation, and adaptation). The software is not available for public use. | The intervention significantly improved the executive functions of older adults in the experimental group. Specifically, the major enhancements were observed for inhibition, as shown by the response time, updating, as represented by the memory span, and the response time and shifting abilities, as indexed by the percentage of correct responses, respectively. |
[29] | 68 older adults (mean age was 72.5 years) who were randomly allocated to a control (n = 34) and a VR-intervention (n = 34) group. | 24 sessions of VR-based cognitive training for eight weeks. Three sessions were held per week and each VR training session lasted for 100 min, which also included instruction regarding VR training and eye stretching exercises in between VR training. | MMSE-Dementia Screening, TMT parts A and B and symbol digit substitution test (SDST). | They did not mention any kind of training for VR usage prior to the intervention. | Oculus Quest | The VR software training program consists of four types of games: Juice making; Crow Shooting; Fireworks (count the number of fireworks); and Love house (memorize objects in a house). The software was developed for the study and is not available for public use. | The intervention group exhibited a significantly improved executive function and brain function in a resting state. Additionally, gait speed and mobility were also significantly improved after the follow-up. The VR-based training program improved cognitive and physical function in patients with mild cognitive impairment relative to controls. |
[21] | N = 293, adults aged ≥65 years with cognitive fragility | Motor-cognitive VR (dual-task), 16 sessions (60 min), 2x/week, 8 weeks | MMSE, Trail Making Test A/B, Stroop, verbal memory | Not reported | Head-mounted display (brand not specified) | Developed by the authors; cognitive and physical tasks | Significant improvement in global cognition (p = 0.03), trend in executive function (p = 0.07), reduction in frailty (p = 0.03) |
[5] | N = 1365 older adults with MCI (60+ years) | Immersive and semi-immersive VR interventions aimed at older adults with MCI. Variable duration and frequency between studies included in the meta-analysis. | MoCA, MMSE, Digit Span (F/B), IADL | Variable according to study | Different types according to the study | Interactive simulations, memory, attention, and problem-solving tasks | SMD significant in attention (0.61), working memory (0.89), and functionality (0.22) |
[22] | N = 722 older adults aged ≥65 years with MCI | Interventions with cognitive, physical, or combined VR (dual-task), focused on activities of daily living and specific cognitive tasks. Duration between 3 and 12 weeks. | Memory, attention, executive function (varied between studies) | Variable | Semi-immersive and immersive | Simulations of daily life, navigation, spatial memory | Positive effects on memory, attention, and executive functions (small to moderate effects) |
[6] | N = 525 older adults aged ≥60 years with MCI | Fully immersive VR applied to orientation, memory, and attention tasks. Frequency 2 to 3 times a week for 4 to 10 weeks depending on the study. | MMSE; attentional and executive tests | Variable | Head-mounted display (HMD) | Cognitive training tasks: memory, orientation, divided attention | Significant improvements in attention, executive functions, and global cognition but not in memory |
Study | Selection Bias | Study Design | Cofounders | Blinding | Data Collection Methods | Withdrawals and Drop-Outs | Global Rating |
---|---|---|---|---|---|---|---|
A | Weak | Weak | Weak | Weak | Strong | Not applicable | Weak |
B | Moderate | Weak | Weak | Moderate | Strong | Moderate | Moderate |
C | Strong | Strong | Moderate | Weak | Moderate | Strong | Moderate |
D | Moderate | Strong | Moderate | Weak | Weak | Moderate | Weak |
E | Weak | Weak | Moderate | Weak | Moderate | Moderate | Weak |
F | Moderate | Weak | Weak | Weak | Weak | Moderate | Weak |
G | Weak | Weak | Weak | Moderate | Strong | Weak | Weak |
H | Strong | Strong | Strong | Weak | Moderate | Strong | Moderate |
I | Moderate | Strong | Moderate | Weak | Strong | Strong | Moderate |
J | Moderate | Strong | Moderate | Not applicable | Strong | Not applicable | Moderate |
K | Moderate | Strong | Moderate | Not applicable | Strong | Not applicable | Moderate |
L | Moderate | Strong | Moderate | Not applicable | Strong | Moderate | Moderate |
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Navarro-Ramos, C.D.; Murataya-Gutiérrez, J.; Acosta-Quiroz, C.O.; García-Flores, R.; Echeverría-Castro, S.B. Effects of Cognitive Training with Virtual Reality in Older Adults: A Systematic Review. Brain Sci. 2025, 15, 910. https://doi.org/10.3390/brainsci15090910
Navarro-Ramos CD, Murataya-Gutiérrez J, Acosta-Quiroz CO, García-Flores R, Echeverría-Castro SB. Effects of Cognitive Training with Virtual Reality in Older Adults: A Systematic Review. Brain Sciences. 2025; 15(9):910. https://doi.org/10.3390/brainsci15090910
Chicago/Turabian StyleNavarro-Ramos, Christian Daniel, Joselinn Murataya-Gutiérrez, Christian Oswaldo Acosta-Quiroz, Raquel García-Flores, and Sonia Beatriz Echeverría-Castro. 2025. "Effects of Cognitive Training with Virtual Reality in Older Adults: A Systematic Review" Brain Sciences 15, no. 9: 910. https://doi.org/10.3390/brainsci15090910
APA StyleNavarro-Ramos, C. D., Murataya-Gutiérrez, J., Acosta-Quiroz, C. O., García-Flores, R., & Echeverría-Castro, S. B. (2025). Effects of Cognitive Training with Virtual Reality in Older Adults: A Systematic Review. Brain Sciences, 15(9), 910. https://doi.org/10.3390/brainsci15090910