Appendix D.
The reviewed studies and information.
Study | Setting | QoL domains | Functions | Participants | Apparatus | Outcomes | ||
---|---|---|---|---|---|---|---|---|
1 | 140 | Training | Physical (multimodal, physical–cognitive) | Not specific | 22 healthy older adults | Non-immersive VR-based bicycle training | The VR with cognitive exercise (solving simple puzzles and hitting targets based on the answer) can break the negative link between perception of time spent exercising and performance. | |
2 | 125 | Training | Cognitive | Memory, attention, and categorization | 12 older adults | Tabletop-based AR (mini-games) | The prototype proved able to provide a pleasant social cognitive training because of its simplicity. | |
3 | 124 | Training | Cognitive | Attention reducing cognitive load | 12 older drivers, & 12 younger drivers | In-car AR simulator system—AR-based windshield display | Significant reduction in navigation errors and distraction-related measures compared to a typical in-car navigation display for older drivers. | |
4 | 141 | Training | Cognitive | Spatial abilities (Wayfinding) | 32 older adults 5 and 30 younger adults. | Immersive VR system projection-based VR |
Participants exhibited significantly more successes in a VR environment with more wayfinding cues. | |
5 | 123 | Rehabilitation | Physical | Muscular strength movements |
5 older adults and 16 younger adults. | Handheld VR mobile games, bowling and penguin toss iPad – iPhone gesture-based games |
The mobile games are an effective means for performing range of physical exercises for older adult and more enjoyable. | |
6 | 126 | Training | Cognitive | Attention concentration, processing speed memory |
43 older adults | Desktop VR based game | The use of videogames leads to the improvement of cognitive functioning and quality of life of elderly people. | |
7 | 127 | Rehabilitation | Cognitive | Daily living activities | 10 older adults | Non-immersive VR system | VR with learning methods hold promise for improving the performance of everyday actions in both healthy elderly and Alzheimer's disease patients. | |
8 | 142 | Rehabilitation | Physical | Not specific | 19 older adults | Motion-based exergame | Physical activity was significantly greater for all game conditions compared with the rest. | |
9 | 81 | Training | Physical psychological |
Gait balance falls efficacy (confidence) |
21 older adults | AR-based physical exercise | AR-based Otago exercise is effective for improving balance, gait, and falls efficacy of elderly women. | |
10 | 82 | Training | Cognitive | Attention (driving performance) |
24 individuals 18 to 75 years of age |
In-car AR simulator system | The in-car AR system was useful in helping older adults to avoid collision, and more effective for older than younger drivers to encourage safe driving. | |
11 | 83 | Training | Cognitive | Attention (driving performance) | 20 older adults | In-car AR simulator system | The in-car AR system cues show promise for improving elderly driver safety by increasing hazard detection. | |
12 | 84 | Training | Physical cognitive (multimodal, physical–cognitive) |
Balance cognitive load | 57 older adults | Motion-based exergame | For users who are at risk of falling, the slowing down in reaction time due to cognitive load is much larger than for users who are not at risk of falling. | |
13 | 108 | Rehabilitation | Physical | Balance confidence |
60 older adults | Immersive VR exergame HMD (BRU) |
Microsoft-Kinect BRU-training is an effective intervention to improve balance, increase confidence, and prevent falls in the elderly. |
|
14 | 85 | Training | Physical | Balance | One male 67 years of age | Motion-based exergame | VR-based training program system is much helpful to the improvement of balance ability, and certainly to the prevention of falling. | |
15 | 118 | Healthcare | Social | Interaction | 5 older adults | AR assistive Technology | AR assistive technology makes the usage of a medical drug dispenser (pillbox) easier for elderly people | |
16 | 86 | Training | Cognitive | Attention | 64 older adults | In-car AR simulator system |
In-car (AR) system have positive impact for elderly drivers with gap estimation. | |
17 | 107 | Rehabilitation | Physical psychological |
Mobility balance confidence |
17 older adults | Desktop VR-based game | PC based VR exergames have the potential to improve mobility and increase confidence, thus, exergames can potentially reduce the risk of falling in older adults. | |
18 | 87 | Training | Physical | Balance muscular strength |
24 older adults | Motion-based exergame motion detection sensor |
VR exergame developed in this study was effective in improving muscular strength of lower extremities, not the balance. | |
19 | 128 | Healthcare | Social | Interaction | 48 older adults | AR assistive technology | AR assistive technology & tablet have the potential to promote social interaction and QoL. | |
20 | 135 | Rehabilitation | Physical | Balance Mobility |
18 older adults | AR-based 3D system | This system can enhance balance and mobility in healthy elderly people. | |
21 | 109 | Rehabilitation | Physical psychological social |
Balance gait depression interpersonal relationship |
40 older adults | Motion-based exergame | VR training effectively improved balance, gait abilities, depression, and interpersonal relationships among stroke patients. | |
22 | 88 | Training | Physical | Balance gait |
30 older adults | Motion-based exergame | VR game exercise may improve the balance and gait of elderly individuals in communities. | |
23 | 89 | Training | Physical | Balance gait muscular strength |
57 older adults | Motion-based exergame motion detection sensor | Kinect-based exergame is effective in improving walking, muscular strength, and balance in elderly people. | |
24 | 90 | Training | Cognitive psychological |
Mental rotation ability enjoyment |
28 older adults | AR-based 3D system hologram |
AR-3D training system improved the mental rotation ability. Almost all said that the training was enjoyable. | |
25 | 117 | Healthcare | Cognitive | Cognitive health screening | 13 older adults | Handheld AR game | Handheld AR game is a promising tool for cognitive health screening. | |
26 | 116 | Rehabilitation | Psychological | Falls efficacy (confidence) | 16 older adults | Immersive VR exergame HMD |
VR therapy is an effective treatment for fear of falling syndrome. | |
27 | 110 | Rehabilitation | Physical | Balance | 23 older adults | Motion-based exergame | Home-based VR balance training and conventional home balance training. equally effective in improving balance, walking, and quality of life among community-dwelling patients with PD. | |
28 | 91 | Training | Cognitive | Memory spatial abilities |
40 older adults | Desktop VR-based game | Desktop VR game can be an effective way of improving visuospatial, working memory, and episodic memory. | |
29 | 115 | Rehabilitation | Physical (multimodal, physical -cognitive) |
Gait, mobility |
302 older adults | Non-immersive VR-based treadmill training | Treadmill training with VR has improve gait and mobility over treadmill training alone. | |
30 | 92 | Training | Physical psychological |
Balance gait enjoyment |
20 older adults | Motion-based exergame | The exergames used in this study show promise to improve balance and gait. All participants expressed high levels of enjoyment when playing both exergames. |
|
31 | 103 | Rehabilitation | Physical Psychological |
Balance muscular strength confidence |
30 older adults | AR-based physical exercise | AR-based Otago exercise can improve muscle strength, balance, and physical functions in elderly women to prevent falls and stimulate confidence. |
|
32 | 114 | Rehabilitation | Physical (multimodal, physical –cognitive) |
Balance gait |
34 older adults | Non-immersive VR-based treadmill training | Treadmill training with VR, can promote both physical and cognitive function that can transfer to daily living activities and promote health. |
|
33 | 33 | Rehabilitation | Physical | Balance gait |
30 older adults | Motion-based exergame | Both types of exercise, exergaming, and conventional were beneficial for older adults’ physical functioning. | |
34 | 119 | Rehabilitation | Physical | Balance gait |
32 older adults | Motion-based exergame | VR video exergame console with the Xbox Kinect improved knee proprioception in older men. |
|
35 | 93 | Training | Physical cognitive (multimodal, physical–cognitive) |
Balance flexibility muscular strength processing speed executive functions |
30 older adults | Motion-based exergame | VR video exergame improves physical and cognitive functions. |
|
36 | 111 | Rehabilitation | Cognitive | Spatial abilities | 20 older adults | Non-immersive VR system | VR-based training for patients with AD; has a significant improvement in long-term spatial memory. | |
37 | 104 | Rehabilitation | Physical cognitive (multimodal, physical–cognitive) |
Balance gait, muscular strength attention concentration |
46 older adults | Motion-based exergame | There were no significant differences between the two groups; both interventions provided positive effects on Physical, and cognitive functions of the elderly. | |
38 | 94 | Training | Cognitive | Spatial abilities (navigation) | 44 older adults & 22 younger people | Developed handheld AR | The potential of AR for older adults, as a possible aid tool to manage everyday tasks, such as navigation and planning. | |
39 | 95 | Training | Cognitive | Spatial abilities (navigation) | 18 older adults | Designed handheld AR with glasses | Navigation performance tends to be better with the auditory mode not AR. | |
40 | 101 | Training | Psychological social | Happiness emotions interactions |
63 older adults | Immersive VR system HMD |
The VR system reported being less socially isolated, being less likely to show signs of depression, experiencing positive effects more frequently, and feeling better about their overall well-being. | |
41 | 96 | Training | Physical | Balance gait |
23 older adults | Motion-based exergame | VR increases the possibilities of physical training and can improve balance and gait thus help reduce the risk of falls. | |
42 | 112 | Rehabilitation | Cognitive | Daily living activities | 79-year-old woman | Non-immersive VR system | The non-immersive VR successfully trained people with AD to relearn daily activities. | |
43 | 97 | Training | Physical | Balance mobility gait |
20 older adults | Motion-based exergame | VR video exergame console effectively improved balance, mobility, and gait speed of elderly female fallers. | |
44 | 105 | Rehabilitation | Cognitive | Spatial abilities spatial mental rotation | 22 older adults | AR-based 3D system | 3D AR system was effective in helping the participants observe and imagine spatial signals and improved their mental rotation skills. | |
45 | 113 | Rehabilitation | Cognitive | Daily living activities | 10 older adults | AR-based 3D system using HoloLens |
The 3D AR system had no clear positive effect on the patients’ performance. |
|
46 | 106 | Rehabilitation | Cognitive | Memory flexibility attention |
25 older adults | Desktop VR-based game | Desktop VR based game increases visual memory, attention, and cognitive flexibility. |
|
47 | 121 | Rehabilitation | Physical | Balance gait muscular strength |
195 older adults | Immersive VR exergame HMD (BRU) |
The potential use of VR as a practical alternative to improve balance training outcomes for reducing falls risk in older adults. | |
48 | 134 | Rehabilitation | Physical | Balance mobility |
36 older adults | AR-based 3D system | The 3D-AR system can improve balance in the elderly more effectively. | |
49 | 120 | Rehabilitation | Physical | Balance gait |
28 older adults | Motion-based exergame | VR rehabilitation resulted in a greater improvement in the balance and gait of individuals with PD when compared to conventional physical therapy. | |
50 | 98 | Training | Physical cognitive (multimodal, physical–cognitive) |
Physical activities cognitive functions Spatial abilities attention |
38 older adults | Motion-based exergame | VR increased in the level of physical activity performed and revealed an improvement in the executive functioning. | |
51 | 99 | Training | Physical | Muscular strength | 60 older adults | Motion-based exergame | The muscular benefits for the VR games are unclear. However, the games could have other beneficial effects such as on cardiovascular health or well-being. | |
52 | 133 | Rehabilitation | Psychological | Enjoyment emotions |
66 older adults | Immersive VR system HMD |
Immersive VR increased positive emotions and decreased the negative emotions. | |
53 | 143 | Rehabilitation | Cognitive physical (multimodal, physical–cognitive) |
Cognitive abilities gait speed and mobility |
68 older adults | Immersive VR exergame HMD |
Positive effect of immersive VR training on cognitive as well as physical function in older adults with MCI. | |
54 | 122 | Rehabilitation | Physical | Muscular strength mobility | 27 older adults | AR-based physical exercise | AR-based physical exercise were significantly increased muscle parameters compared to the control group. |
|
55 | 102 | Training | Psychological | Happiness, life satisfaction |
60 older adults | Immersive VR system + aromatherapy HMD |
The results are promising for the promotion of psychological health in institutionalized older adults. | |
56 | 59 | Training | Psychological | Emotions | 319 older adults | Motion-based exergame | Exergames could lead to increase in positive emotions and a decrease in negative emotions over time. | |
57 | 100 | Training | Physical cognitive | Balance gait muscular strength memory attention flexibility |
31 older adults | Motion-based exergame | The findings indicate a positive influence of exergame training on executive functioning. No improvements in physical functions or brain volume were evident in this study. |