An Immersive Virtual Reality Room to Enhance Positive Affect and Engagement in Nursing Home Residents with Neurocognitive and Psychological Disorders: A Feasibility Study
Highlights
- Immersive VR room sessions were well tolerated, improved short-term positive affect, and fostered shared experiences and active engagement.
- Participants’ feedback highlighted the enjoyable, relaxing VR experience, noting the realism and aesthetics of the environments, which allowed them to travel virtually, reminisce about personal memories and experiences, and share these with the accompanying person.
- The improvements introduced by the VR room align with recommendations for the development of immersive technologies for nursing home residents by providing realistic, nature-inspired environments, enhancing ease of use and interactivity, and enabling a multi-user experience that supports social interaction.
- By offering an emotionally positive and engaging experience, opportunities for meaningful social interaction, and greater freedom of movement than VR headsets, the VR room could represent an innovative tool for improving mood and supporting the development of novel cognitive interventions. However, further research is required to substantiate these potential benefits.
Abstract
1. Introduction
2. Materials and Methods
2.1. Study Design and Ethical Considerations
2.2. Participants and Eligibility Criteria
2.3. Immersive VR Room
2.4. Protocol
2.5. Analysis of Session Recordings
2.6. Analysis of Verbatim
2.7. Statistical Analysis
3. Results
3.1. Participant Characteristics, Attendance Rate, and Selected Environments
3.2. Affective Valence, Feelings of Fear, Security and Enclosure
3.3. Affects and Interactions Observed During VR Sessions
3.3.1. Observed Emotion Rating Scale
3.3.2. Interactions During VR Sessions
3.4. Qualitative Analysis of Verbatim Responses to Questions
3.5. Qualitative Analysis of Spontaneous Verbatim from Sessions and the Final Interview
4. Discussion
4.1. Feasibility and Tolerability of Immersion in the VR Room
4.2. Effects on Affective Valence and Engagement
4.3. Limitations
4.4. VR Room Applications: Advantages, Limits, and Perspectives
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| BPS | Behavioral and psychological symptoms |
| CAVE | Cave automatic virtual environment |
| HMD | Head-mounted display |
| MMSE | Mini-Mental State Examination |
| NCD | Neurocognitive disorders |
| NPI-NH | Neuropsychiatric Inventory—Nursing Home Version |
| OERS | Observed Emotion Rating Scale |
| VAS | Visual analogue scale |
| VR | Virtual reality |
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| Total Sample, n | 20 |
| Female, n | 10 |
| Male, n | 10 |
| Age, years, mean ± SD | 75.1 ± 7.9 |
| MMSE score, mean ± SD | 21.0 ± 6.6 |
| Clinical diagnosis, n | |
| Major NCD, n | 11 |
| Mild NCD, n | 5 |
| NCD without psychological disorder, n | 6 |
| NCD with psychological disorder, n | 10 |
| Psychological disorder only, n | 3 |
| Psychological disorder with an intellectual disability, n | 1 |
| NPI-NH domain scores, median [25th; 75th percentiles] | |
| Depression/Dysphoria | 2.5 [0.3; 6.0] |
| Sleep and night-time behavior disturbance | 2.5 [0.0; 8.0] |
| Anxiety | 2.5 [0.0; 7.5] |
| Agitation/aggression | 1.5 [0.0; 6.0] |
| Irritability | 0.5 [0.0; 4.0] |
| Aberrant motor behaviors | 0.0 [0.0; 5.5] |
| Delusions | 0.0 [0.0; 5.5] |
| Appetite/eating abnormalities | 1.0 [0.0; 3.8] |
| Apathy | 0.5 [0.0; 2.8] |
| Disinhibition | 0.0 [0.0; 0.8] |
| Euphoria | 0.0 [0.0; 0.8] |
| Hallucinations | 0.0 [0.0; 0.0] |
| Patients with severity score for NPI-NH domain ≥ 2 *, n (%) | |
| Depression/Dysphoria | 11 (55) |
| Sleep and night-time behavior disturbance | 10 (50) |
| Anxiety | 9 (45) |
| Agitation/aggression | 9 (45) |
| Irritability | 6 (30) |
| Aberrant motor behaviors | 6 (30) |
| Delusions | 6 (30) |
| Appetite/eating abnormalities | 6 (30) |
| Apathy | 5 (25) |
| Disinhibition | 4 (20) |
| Euphoria | 2 (10) |
| Hallucinations | 2 (10) |
| Type of Interaction | Number of Sessions per Participant | Number of Participants (Out of 19) | |||
|---|---|---|---|---|---|
| Median | P25 | P75 | Range | ||
| Visual exploration of the VR environment | 5 | 5 | 5 | 5–5 | 19 |
| Reactions to visual elements of the VR environment | 5 | 3 | 5 | 0–5 | 17 |
| Navigation within the VR environment | 5 | 3 | 5 | 0–5 | 17 |
| Interactions with caregiver | 4 | 3 | 5 | 0–5 | 18 |
| Reactions to VR environment sounds/music | 3 | 1.5 | 4 | 0–5 | 16 |
| Theme | Representative Items | Number of Reports and Participants | Environments (n Reports) |
|---|---|---|---|
| What did you like during the immersion? | |||
| Visual elements | Presence of rocky landscape and cliffs | 4; 4 | Sea (3), Canyon (1) |
| Aquatic features (water, sea and lake) | 10; 6 | Countryside (3), Oasis (3) Summer Forest (2), Sea (1), Canyon (1) | |
| Presence of fauna (birds, seagulls, ducks, rabbits, squirrels, corrals, and fishes) | 15; 9 | Sea (7), Summer Forest (3), Winter Forest (2), Countryside (2), Oasis (1) | |
| Vegetation diversity (plans, flowers, trees, palm trees, details of the vegetation, richness of the greenery, and plants by the water) | 14; 9 | Summer Forest (5), Countryside (4), Oasis (3), Winter Forest (1), Canyon (1) | |
| Soundscapes | Musical background (chosen by the subject) | 15; 8 | Winter Forest (4), Oasis (4), Countryside (3), Summer Forest (2), Sea (2) |
| Bird sounds | 13; 8 | Summer Forest (6), Sea (2), Countryside (2), Oasis (1), Australian road (1) | |
| Nature ambient sounds (sea waves and wind) | 8; 7 | Sea (6), Summer Forest (1), Winter Forest (1) | |
| Aesthetic and realistic attributes | Beautiful images in general | 10; 8 | Sea (3), Summer Forest (2), Countryside (2), Museum (2), Oasis (1) |
| Realism of the environments (sand moving with the wind, feeling of floating on the water, all is very realistic, it looks like reality…) | 6; 5 | Oasis (2) Summer Forest (2), Sea (2) | |
| Beauty of the nature | 6; 4 | Countryside (2), Summer Forest (1), Winter Forest (1), Oasis (1), Canyon (1) | |
| Beauty of landscapes and depth of the visual field | 3; 2 | Oasis (3) | |
| Beauty of the sky (clear blue sky and sunlight) | 2; 2 | Sea (1), Countryside (1) | |
| Possibilities offered by the technology | Freedom of movement (climb the rocks, dive and swim in water, possibility to interact with environments, to travel where I want…) | 4; 3 | Oasis (2), Countryside (1), Sea (1) |
| Visit nature virtually without having to travel | 1; 1 | Summer Forest (1) | |
| Soothing environment | Winter forest atmosphere | 1; 1 | Winter Forest (1) |
| Calming ambiance | 3; 3 | Winter Forest (1), Sea (1), Museum (1) | |
| Was there anything you dislike during the immersion? | |||
| Fauna | Too many animals (there are too many bird sounds, too many animals, it feels unnatural, animal noises are disturbing…) | 3; 3 | Summer Forest (1), Countryside (1), Canyon (1) |
| Too few animals (lack of animals, would like more animals, more birds, not only to hear the birds but also see them, lack of birds and ducks…) | 6; 5 | Summer Forest (2), Sea (2), Canyon (1), Australian Road (1) | |
| Navigating within the environments | Movements are difficult, navigating the environments is too slow, navigating is difficult and slow, I would like to be able to catch things…) | 4; 1 | Countryside (1), Oasis (1), Sea (1), Winter Forest (1) |
| Lack of realism | Mountains are not very realistic, having too many sounds makes it seems unnatural | 2; 1 | Summer Forest (1), Countryside (1) |
| Elements perceived as oppressive | Would feel more comfortable with an open sea without rocks, feeling of oppression between the cliffs and the water | 2; 2 | Sea (2) |
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Klass, M.; Dandler, F.; Ducommun, Y.; Hanset, M.; Ruscart, L.; Bier, J.-C.; De Breucker, S.; Foucart, J. An Immersive Virtual Reality Room to Enhance Positive Affect and Engagement in Nursing Home Residents with Neurocognitive and Psychological Disorders: A Feasibility Study. Healthcare 2026, 14, 588. https://doi.org/10.3390/healthcare14050588
Klass M, Dandler F, Ducommun Y, Hanset M, Ruscart L, Bier J-C, De Breucker S, Foucart J. An Immersive Virtual Reality Room to Enhance Positive Affect and Engagement in Nursing Home Residents with Neurocognitive and Psychological Disorders: A Feasibility Study. Healthcare. 2026; 14(5):588. https://doi.org/10.3390/healthcare14050588
Chicago/Turabian StyleKlass, Malgorzata, Frédérick Dandler, Yaëlle Ducommun, Michel Hanset, Laurence Ruscart, Jean-Christophe Bier, Sandra De Breucker, and Jennifer Foucart. 2026. "An Immersive Virtual Reality Room to Enhance Positive Affect and Engagement in Nursing Home Residents with Neurocognitive and Psychological Disorders: A Feasibility Study" Healthcare 14, no. 5: 588. https://doi.org/10.3390/healthcare14050588
APA StyleKlass, M., Dandler, F., Ducommun, Y., Hanset, M., Ruscart, L., Bier, J.-C., De Breucker, S., & Foucart, J. (2026). An Immersive Virtual Reality Room to Enhance Positive Affect and Engagement in Nursing Home Residents with Neurocognitive and Psychological Disorders: A Feasibility Study. Healthcare, 14(5), 588. https://doi.org/10.3390/healthcare14050588

