Immersive Technologies Targeting Spatial Memory Decline: A Systematic Review
Abstract
1. Introduction
2. Materials and Methods
2.1. Search Strategy
2.2. Study Selection
2.3. Quality Assessment
3. Results
3.1. Included Studies
3.2. Sample Characteristics of Included Studies
3.3. Technological Platforms and Immersion Levels
3.4. Spatial Tasks and Cognitive Demands
3.5. Outcome Measures and Diagnostic Sensitivity
3.6. Interventions and Training Effects
3.7. Quality of Included Studies and Risk of Bias
3.8. Limitations Across Studies
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Author(s), Year | Sample | Technology | Type of Task | Outcome Measures | Main Findings |
---|---|---|---|---|---|
Amaefule et al., 2023 [29] | N = 28 (14 control, 14 experimental); age: 60–85; MMSE * ≥ 29 | Semi-immersive desktop-based VR * with a 180° projection screen and treadmill (GRAIL system); Immersion Level: Moderate | Wayfinding task with 14 decision points (7 crossings) | Behavioral: Gait parameters (speed, stride length, stance time, CVs *); Physiological: HRV *, SCR * | Disorientation increased gait variability and physiological responses, especially at crossings; induced disorientation was effective |
Andac et al., 2024 [30] | N = 29 (14 glaucoma, 15 control); age: 42–80; MMSE ≥ 24 | iVR with HTC Vive Pro; (walking in VR with motion-tracked controller); Immersion Level: High | Path integration (triangle completion with return pointing) | Behavioral: Travel time, Pointing time, Distance error; Ophthalmologic: MD *, pRNFL * | Glaucoma group showed longer travel and pointing times; performance correlated with MD and pRNFL; distance error was similar across groups |
Bayahya et al., 2021 [31] | N = 115 (30 dementia, 20 MCI *, 65 controls); age: ≥ 50 | Semi-immersive desktop-based VR using joystick control; Immersion Level: Low | Spatial navigation, orientation, visual memory, and delayed recall | Behavioral: Task completion time, accuracy (correct/incorrect responses); Statistical agreement with Mini-Cog; Visual memory, spatial orientation | VR scores correlated strongly with Mini-Cog (97.2% accuracy in detecting dementia) |
Cammisuli et al., 2024 [32] | N = 40 (20 controls, 20 MCI due to AD *); age: 65–85 | Active App Real-world Detour Navigation Test with Howdy Senior wearable sensor system; Immersion Level: Low | Egocentric and allocentric navigation in Real-world detour navigation (DNT-mv *) | Behavioral: Movements of hesitation, wrong turns, CBT *; Physiological: heart rate, respiration, motion via accelerometer | MCI patients showed deficits in egocentric and allocentric navigation that correlated with CBT and stress responses |
Castegnaro et al., 2022 [33] | N = 100 (23 aMCI *; 24 controls (age: 60–80); 53 young (age: 20–30)); aMCI biomarker (9 positive, 7 negative) | iVR using HTC Vive; locomotion-based and handheld controller input Immersion Level: High | Object location memory, object recognition, object in context association | Behavioral: ADE *, % correct in recognition/context tasks; Neuroimaging: MRI * (alEC *, HC * volume) | aMCI patients had impaired spatial binding; object location memory task outperformed standard tests in distinguishing MCI; alEC volume predicted performance |
Castegnaro et al., 2023 [34] | N = 110 (31 young (age: 20–35), 36 old (age: 60–85), 43 MCI (age: 60–85)); MCI subgroup: MCI+ * = 11, MCI− * = 14 | iVR (HTC Vive); (free walking with real-world movement) Immersion Level: High | Path integration (triangle completion with return pointing) | Behavioral: distance and angular error | MCI+ group overestimated turning angle and showed increased angular noise; angular errors distinguish MCI+ from MCI− and controls |
Castillo Escamilla et al., 2023 [35] | N = 60 (48 old (age: 60–80), 12 young (20–30)) | Desktop-based VR; Joystick-controlled spatial navigation task (The Boxes Room); Immersion Level: Low | Egocentric and allocentric navigation in The Boxes Room | Behavioral: number of errors per condition and trial block, CBT, Digits, VPA *, MMSE; K-index | High-working-memory older adults performed similarly to young adults; low working memory older adults showed deficits in allocentric switching; performance correlated with working memory capacity |
Chatterjee & Moussavi, 2025 [36] | N = 30 (10 young, 10 old, 10 AD); age: 20–88 | Non-immersive desktop VR game (“Barn Ruins”); Joystick-controlled navigation; Immersion Level: Low | Wayfinding and path integration; route learning and recall in 3 difficulty levels | Behavioral: SLC (based on errors and difficulty), MoCA *, MADRS *, help button use | SLC strongly correlated with MoCA, predicted cognitive status, and distinguished between groups |
Chen et al., 2024 [37] | N = 16 healthy old; age ≥ 60 | iVR using Meta Quest Pro; Natural motion-based bike system (SilverCycling) vs. joystick control; Immersion Level: High | Path integration tasks: Intersection Direction Task and Landmark Sequence Task | Behavioral: Spatial orientation (task accuracy), SSQ *, IPQ *, NASA-TLX *, subjective ratings (enjoyment, safety, comfort) | SilverCycling improved spatial orientation in the Intersection Direction Task; users preferred it for enjoyment and safety |
Da Costa et al., 2021 [38] | N = 48 (29 controls, 19 MCI); age: 61–92 | iVR (Oculus Rift CV1); seated use with touch controllers; Immersion Level: High | SOIVET Maze (egocentric + survey to route), SOIVET Route (allocentric route learning) | Behavioral: Correct turns (Maze); Locations in correct order (Route); Correlation with ACE-R *, MRMT *, BJLO *, TOL * | Both tasks distinguished MCI from controls; Maze correlated with visuoperception, mental rotation and planning, Route with memory and visuoconstruction |
De Silva et al., 2023 [39] | N = 43 (24 controls, 19 MCI); age: 61–92 | iVR (Oculus Rift CV1); seated with touch controllers; Immersion Level: High | Egocentric orientation using SOIVET Maze (virtual navigation based on map guidance) | Behavioral: correct turns; Subjective: Cybersickness Questionnaire, Presence Questionnaire; Test–retest (ICC *) | High sense of presence and low cybersickness in both groups; good stability (especially in MCI); strong test–retest correlation; positive user experience |
Diersch et al., 2021 [40] | N = 114 Behavior: (17 young (age: 21–28), 17 old (age: 61–72)); fMRI *: 25 young, 32 old (age: 58–75) | Desktop-based virtual environment (photorealistic VE * of historic city); Immersion Level: Low | Spatial learning and directional pointing (landmark-based navigation and cognitive map retrieval) | Behavioral: Absolute pointing error, reaction time; Neuroimaging: fMRI: BOLD * activation in HC and RSC * | Older adults showed reduced spatial learning, altered HC and RSC activity, and increased hippocampal excitability |
Fu et al., 2022 [41] | N = 60 Healthy old (age: 24–84) | iVR using Oculus Quest; real walking in 3.5 m2 space; Immersion Level: High | Path integration (triangle completion with return to starting point without visual cues) | Behavioral: Absolute distance error, angle deviation, path deviation, return time, DST *; Neuroimaging: MRI: EC *, HC volumes | High reliability (performance declined with age; correlated with DST and EC thickness and HC volume) |
Goodroe et al., 2025 [42] | N = 20 Healthy old (age: 54–74; MoCA ≥ 26) | Semi-immersive mobile app-based VR (Sea Hero Quest on tablets); Immersion Level: Low | Wayfinding tasks in virtual and real-world London streets | Behavioral: Distance travelled (virtual and real); self-reported Navigation Strategy Use; MoCA | Sea Hero Quest predicted real-world navigation at medium difficulty level; Navigation strategy correlated with virtual, not real-world performance |
Hanert et al., 2024 [43] | N = 24 (12 early-stage AD, 12 controls); age: 53–85 | Non-immersive desktop VR (Virtual Water Maze); joystick navigation; Immersion Level: Low | Allocentric spatial navigation (hidden treasure in Virtual Water Maze) Long-term retrieval | Behavioral: Relative dwell time in target quadrant; Physiological: EEG *-based SOs *, spindles, SO-spindle coupling | AD patients showed impaired verbal and reduced spatial memory consolidation, reduced fast spindle amplitude and fewer SO-spindle couplings during sleep |
Hanyu et al., 2024 [44] | N = 71 MCI (14 Early MCI, 20 Late MCI– *, 37 Late MCI+ *); mean age: 74.4; n = 45 followed for 12 months | Immersive 3D VR with goggles and joystick; participants seated and rotated on swivel chair; Immersion Level: Moderate | Path integration (landmark-free navigation and return) | Behavioral: Distance error, angular error; MMSE, MoCA (baseline and 12-month change); Neuroimaging: AD brain score (MRI + SPECT *) | LMCI+ group showed greater path integration errors; path integration predicted 12-month cognitive decline |
Hilton et al., 2020 [45] | N = 39 (20 young (mean age: 24), 19 old (mean age: 73)) | Desktop-based photorealistic virtual environment (Virtual Tübingen); Eye-tracking + auditory probe; Immersion Level: Low | Route learning, direction recall, order memory | Behavioral: Route recall (direction test), order memory, auditory probe; Eye-tracking | Older adults showed reduced route learning; attentional measures predicted performance |
Kalantari et al., 2024 [46] | N = 36 (18 young (age: 18–30), 18 old (>55 years)) | iVR (Meta Quest 2 with joystick navigation) vs. identical real-world building; Immersion Level: High | Wayfinding across 7 tasks in a multilevel educational facility | Behavioral: distance traveled, task time, errors, backtracking, sign interaction, directional pointing; Subjective: workload, uncertainty, difficulty | VR led to longer paths, more errors, higher uncertainty, and greater workload than real-world; no age differences in VR vs. real outcomes |
Kim et al., 2023 [47] | N = 46 (17 AD (age: AD 69 ± 8, MMSE: 21), 14 aMCI (age: 71 ± 7, MMSE: 25), 15 controls (mean age: 68 ± 8, MMSE: 29)) | iVR (HTC Vive HMD * with hand controllers); photorealistic virtual living room; Immersion Level: High | HOT *: prospective, free recall, recognition, matching | Behavioral: HOT total and subtest scores; trajectory path, distance, duration, stay points; MMSE, SVLT *, RCFT * | HOT-differentiated AD, aMCI, and controls; scores aligned with standard tests; trajectories showed disorientation in AD and aMCI |
Koike et al., 2024 [48] | N = 177 age: 20–89; subgroup analysis by decade | iVR (Meta Quest 2) (joystick + swivel chair navigation); Immersion Level: Moderate–High | Path integration (3-flag return task) and spatial cognition (hidden object search) | Behavioral: Error distance in path integration, quadrant dwell time in spatial memory; VR usability | Path integration declines from age 50 onward; greater error and variance in older adults; spatial memory preserved |
Ladyka-Wojcik et al., 2021 [49] | N = 30 mean age = 75.8 ± 6; MoCA ≥ 20 | Desktop-based virtual environments using Unity3D; egocentric (3D) and allocentric (2D map) views; Immersion Level: Low | Object location memory with egocentric and allocentric encoding and testing; frame switching task | Behavioral: Euclidean error in location recall; MoCA; self-reported Navigation Strategy use | Memory errors increased during frame switching (especially from egocentric to allocentric); higher MoCA and Navigation Strategy predicted better egocentric learning |
Lokka & Çöltekin, 2019 [50] | N = 81 (42 young (age: 18–35), 39 old (age: 60–85)); MMSE ≥ 27 | Desktop-based video walkthroughs of 3D virtual cities (Abstract, Realistic, and Mixed VE); Immersion Level: Low | Route learning with perspective switch (1st person to aerial); map recall | Behavioral: Route recall accuracy (maps); MRT *, VSM *; immediate and delayed recall (1 week) | Mixed VE improved spatial learning, especially for high MRT and VSM; older adults showed greater difficulty with perspective switches |
Lowry et al., 2020 [51] | N = 39 (9 VCI *, 10 early AD, 20 controls (mean age: 77)) | Tablet-based Virtual Supermarket Task (video-based VR); Immersion Level: Low | Egocentric and allocentric navigation; heading direction; spatial updating | Behavioral: Correct egocentric response, distance error (allocentric), heading direction; Clock test scores; ROC * curves | Egocentric impairments were specific to VCI and distinguished it from AD; allocentric deficits showed no group differences |
McAvan et al., 2021 [52] | N = 27 (15 old (mean age: 74.3), 12 young (mean age: 20)) | iVR (HTC Vive Pro, wireless HMD, foot tracking); Immersion Level: High (free ambulation) | Virtual Morris Water Maze navigation: learning, probe, cue manipulation | Behavioral: Distance error (target memory), strategy use (allocentric/beacon), motion metrics; Disorientation used before trials | Older adults showed reduced spatial precision but preserved strategy use (allocentric and beacon) and generalized to novel viewpoints |
McCracken et al., 2025 [53] | N = 43 (24 young, 19 old; age: 19–73); MMSE > 24 | iVR (Varjo VR-3 HMD) and matched real-world environment; walking; Immersion Level: High | Homing task (triangle completion using landmark and self-motion cues) | Behavioral: Homing accuracy (error in cm), variability, cue condition (vision, self-motion, both) | Age-related deficits replicated across both real and virtual tasks; older adults showed more errors with single-cue VR tasks, multisensory cues improved performance |
Newton et al., 2024 [54] | N = 99 Middle-aged adults (age: 43–66); stratified by FH+ *, APOE ε4, CAIDE * risk | iVR (HTC Vive with wireless backpack); real walking in open-field triangle completion; Immersion Level: High | Path integration with 3 return conditions (baseline, no optic flow, no distal cues) | Behavioral: Location error, angular and distance error; Neuroimaging: 7T fMRI and structural MRI of EC, HC, and RSC | Errors predicted AD risk (FH+, APOE ε4+, CAIDE); no impairment in other cognitive domains; grid-like signal in EC correlated with accuracy |
Noguera et al., 2020 [55] | N = 46 (26 salsa dancers, 20 non-dancers; age: 49–70) | Non-immersive desktop VR (Boxes Room spatial task); joystick navigation; Immersion Level: Low | Spatial memory (Boxes Room) navigate and recall hidden object locations | Behavioral: Number of errors (Boxes Room), ANT-I * latency and accuracy; verbal fluency, planning (Zoo test), K-BIT * | No group differences in spatial memory; dancers outperformed controls in executive function tasks |
Oliver et al., 2024 [56] | N = 20 Mild to moderate AD (age: 63–83; MMSE ≥ 18) | Desktop-based VR (Unity3D); Joystick navigation; Personalized nostalgic vs. control landmarks; Immersion Level: Low–Moderate | Virtual route-learning with embedded nostalgic vs. control pictures; picture recognition and spatial memory tasks | Behavioral: Picture recognition and directional recall, positive/negative affect, self-esteem, self-continuity, social connectedness, meaning in life | Nostalgic landmarks did not affect spatial memory, but improved picture recognition, positive affect, self-esteem, self-continuity, and social connectedness |
Park, 2022 [57] | N = 92 (36 MCI, 56 controls; age ≥ 65) | Desktop-based immersive VR using joystick navigation (Unity engine); Spatial cognitive training VR; Immersion Level: Low–Moderate | Path integration (navigate to and recall object locations) | Behavioral: Euclidean distance error in 10 trials; Test–retest reliability; MoCA * and BDT * from WAIS-IV *; ROC curves | Spatial training showed higher sensitivity and specificity than MoCA for detecting MCI; high test–retest reliability; strong concurrent validity |
Puthusseryppady et al., 2022 [58] | N = 37 (16 AD patients; 21 age/gender-matched controls; age: 50–80); community-dwelling | Non-immersive VR on iPad: VST * and SHQ *; Immersion Level: Low–Moderate | Egocentric and allocentric navigation (VST, SHQ); Detour navigation in real-world neighborhoods (DNT *) | Behavioral: egocentric and allocentric accuracy, route errors, disorientation moments, wayfinding distance/duration; DNT score | AD patients showed navigation impairments in both VR and real-world; SHQ wayfinding predicted DNT disorientation, VR lacked reliability for high-risk classification |
Qiu et al., 2024 [59] | N = 32 (Conditions: 16 AR * and 16 controls); age: 60–75 | AR using HoloLens 2 smartglasses (visual + auditory overlays); Immersion Level: Moderate | Indoor landmark-based navigation tasks (10 wayfinding trials) | Behavioral: Task completion time, distance traveled, pointing error, distance estimation error, sketch map scores; SUS *, MEC-SPQ *, SART *, NASA TLX | AR showed better wayfinding speed, shorter distance, and superior cognitive map development; benefits persisted after AR use ended |
Rinne et al., 2022 [60] | N = 77 (26 children (age: 7–16); 32 young (age: 18–35); 19 old (age: 63–81)); balanced gender | Desktop-based VR; Unreal Engine; mouse + keyboard navigation; Immersion Level: Low | Egocentric (local cues) vs. allocentric (global cues) navigation tasks in a virtual landscape | Behavioral: Number of wayfinding errors per trial (1–6), learning rate, age-related performance | Wayfinding improved with age but declined in older adults, with greater allocentric than egocentric decline |
Shayman et al., 2024 [61] | N = 44 (24 young (age: 19–30); 20 old (age: 61–78)) | iVR (Varjo VR-3 HMD); free walking homing task with 3 cue conditions + 1 conflict; Immersion Level: High | Homing (triangle completion); return to start using vision, self-motion, or both | Behavioral: Homing accuracy, variability, cue weighting (observed vs. predicted); model fit | Older adults were less accurate and consistent in unisensory tasks; both groups improved with multisensory cues; older adults integrated cues suboptimally |
Stramba-Badiale et al., 2024 [62] | N = 7 MCI (mean age: 75) | ANTaging software: iVR (Oculus Rift S) vs. Semi-immersive (Samsung UHD 4K monitor) with 3dRudder; Immersion Level: Moderate–High | Spatial memory: encoding and recall (object-location task); allocentric vs. egocentric cues | Behavioral: Usability (SUS, ITC-SOPI *), spatial error (distance and angle), task time, motor data (3dRudder); qualitative interviews | No error differences between systems; semi-immersive was more usable with fewer side effects; both aided memory training |
Sunami et al., 2025 [63] | N = 30 Older adults; age: 63–90 | iVR (Meta Quest 3) with olfactory display (12 scents via solenoid valves); Immersion Level: High | Olfactory-enhanced spatial tasks (object-location, odor recall, symbolic rotation) | Behavioral: HRT * (symbolic rotation), Object/Word Spatial Memory, Odor Identification, Missing Number Task, MMSE | HRT and Word Spatial Memory improved with short intervention; no changes in MMSE, visual memory, or Odor Identification |
Tuena et al., 2024 [64] | N = 30 MCI patients (16 Usual-treatment; 14 ANTaging; mean age: 75); mostly aMCI | iVR (CAVE system + 3dRudder foot controller + 3D glasses); Immersion Level: High | Object-location recall using egocentric and allocentric cues (ANTaging task); compared to usual-treatment paper-based tasks | Behavioral: CSS *, MT *, story recall, MMSE, virtual spatial memory (Euclidean error) | ANTaging group showed significant improvement in spatial mental rotation (MT) and long-term spatial memory (CSS); virtual performance improved across sessions |
Tuena et al., 2024 [65] | N = 15 MCI patients (10 aMCI; 5 naMCI *; mean age: 75.58 ± 5.3) | Five virtual interfaces: immersive VR (Oculus Rift S + 3dRudder), desktop VR; Immersion Levels: Low–High | Object-location recall in landmark-based virtual arena with egocentric and allocentric cues | Behavioral: Spatial memory error (Euclidean distance); MMSE, CSS, CBT, FAB *, TMT *, FCSRT *, RCPM *, GDS * | Bodily (immersive) and interactive allocentric map conditions improved spatial memory more than passive or cue-free navigation; free navigation impaired allocentric memory |
Wang et al., 2025 [66] | N = 146 (44 young (age: 18–34); 53 young-old (age: 60–74); 49 old-old (age: 75–89)) | Desktop-based interactive 3D VR; keyboard-controlled; Immersion Level: Low–Moderate | One-trial DMTP * task | Behavioral: Latency, pathlength, % misses, stationary time (% freeze), convex hull area, probe test proximity curves, MoCA | Aging impaired spatial working memory, especially in probe-based memory expression (weaker V-shaped preference for goal); MoCA predicted probe performance better than age |
Wen et al., 2023 [67] | N = 7 healthy community-dwelling older adults (mean age: 67 ± 6.81) | iVR (HTC Vive Focus); Immersion Level: High | Virtual community training + city roaming test; spatial learning and recall via VR tasks | Behavioral: Recall and retrace the original route, GZSOT *, PTSOT *, CBT; CNN * model classification (pre vs. post); Physiological: EEG: PCMICSP *-based spatial features | Virtual training was effective in stimulating spatial learning and recall and spatial scales (CBT, GZSOT, PTSOT); EEG distinguished pre and post training |
Wiener et al., 2020 [68] | N = 81 (37 young (age: 18–32); 44 old (age: 60–82)); ACE-III * > 82 | Desktop-based VR (Unity3D); Passive navigation using keyboard; Immersion Level: Low | Route-repetition, Route-retracing, Directional-approach tasks | Behavioral: Correct responses; Response times | Younger adults outperformed older; only young group showed learning in route-retracing; performance declined with greater misalignment in directional-approach task |
Xu et al., 2025 [69] | N = 49 (17 VR; 16 Video; 16 Control; mean age: 71) | iVR (Meta Quest 2); Unreal Engine 3D model of real building; seated teleportation; Immersion Level: High | Wayfinding in a virtual training environment with real-world post-training navigation tasks | Behavioral: Task duration, Distance traveled, Pointing error, Distance estimation, Spatial anxiety, Workload | VR training improved wayfinding in real-world tasks, but not in trained ones; no group differences in pointing/distance error |
Zuo & Zhou, 2024 [70] | N = 48 (24 young (age: 19–27), 24 old (age: 60–83)) | Desktop VR with mouse + button box navigation; Immersion Level: Low–Moderate | Outdoor–indoor wayfinding in 4 virtual scenarios; cognitive map drawing | Behavioral: Wayfinding time, hesitation count, turn errors; navigation interaction; regression frequency/angle; cognitive map drawing accuracy/time | Older adults showed more navigation interaction but lower map accuracy |
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Solares, L.; García-Navarra, S.; Llana, T.; Garces-Arilla, S.; Mendez, M. Immersive Technologies Targeting Spatial Memory Decline: A Systematic Review. Biomedicines 2025, 13, 2105. https://doi.org/10.3390/biomedicines13092105
Solares L, García-Navarra S, Llana T, Garces-Arilla S, Mendez M. Immersive Technologies Targeting Spatial Memory Decline: A Systematic Review. Biomedicines. 2025; 13(9):2105. https://doi.org/10.3390/biomedicines13092105
Chicago/Turabian StyleSolares, Lucía, Sara García-Navarra, Tania Llana, Sara Garces-Arilla, and Marta Mendez. 2025. "Immersive Technologies Targeting Spatial Memory Decline: A Systematic Review" Biomedicines 13, no. 9: 2105. https://doi.org/10.3390/biomedicines13092105
APA StyleSolares, L., García-Navarra, S., Llana, T., Garces-Arilla, S., & Mendez, M. (2025). Immersive Technologies Targeting Spatial Memory Decline: A Systematic Review. Biomedicines, 13(9), 2105. https://doi.org/10.3390/biomedicines13092105