2021
DOI: 10.1002/gps.5541
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Effect of sensorimotor rehabilitation based on an immersive virtual reality model on mental health

Abstract: The aim of this study was to determine the immersive virtual reality-based sensorimotor rehabilitation (IVR-SRB) effect on mental health (global mental health, depression, anxiety and well-being) in older adults. Methods:This study was experimental, with a sample of 111 older adults (controlexperimental), considering an application of IVR-SRB in four different virtual settings with exteroceptive synchronization, proprioceptive and vestibular stimuli, for 6 weeks. Outcome variables: symptoms associated with dep… Show more

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Cited by 7 publications
(5 citation statements)
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References 40 publications
(53 reference statements)
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“…These findings were consistent with those of previous studies that VR programs were effective in cognitive training related to attention, sensory-motor coordination, and memory [13,14]. The VR training program has a great advantage that it can precipitate the cognitive training through an immersive feeling that is similar to the actual experience [5,29]. Cognitive training using VR program in the form of a game could be useful to continue cognitive training [29].…”
Section: Discussionsupporting
confidence: 91%
See 1 more Smart Citation
“…These findings were consistent with those of previous studies that VR programs were effective in cognitive training related to attention, sensory-motor coordination, and memory [13,14]. The VR training program has a great advantage that it can precipitate the cognitive training through an immersive feeling that is similar to the actual experience [5,29]. Cognitive training using VR program in the form of a game could be useful to continue cognitive training [29].…”
Section: Discussionsupporting
confidence: 91%
“…Virtual reality (VR)-assisted mental health promotion program has been proposed as an alternative treatment for mental illness [1][2][3][4]. The treatment environment implemented in VR can create a sense of immersion to promote and focus on treatment and training [5,6]. In addition, VR programs with game elements can help improve treatment compliance and continue treatment [2,7].…”
Section: Introductionmentioning
confidence: 99%
“…Physical exercises may vary on a case-by-case basis depending on the patient’s disorder (unilateral or bilateral peripheral vestibulopathy) and symptoms (imbalance, vertigo, oscillopsia, fear of falls, nausea and anxiety), even though most rehabilitation programmes commonly involve eye and head movements. Moreover, rehabilitation is reported to be more effective in unilateral vestibulopathy than in bilateral cases 41 .…”
Section: Resultsmentioning
confidence: 99%
“…Finally, in the COVID-19 era, the possibility to perform rehabilitation with a physiotherapist may be troublesome in the elderly, since hospital access may be limited. New devices have been proposed to make home rehabilitation possible and to avoid a hospital setting, and some are already available; we believe that this may be the future for rehabilitation of older people, not only for its efficacy on presbystasis, but also for its positive effects on emotion 41 . A medical device for home rehabilitation (fHIT-R2, Be-On Solutions © ) has been recently commercialised in Italy.…”
Section: Discussionmentioning
confidence: 99%
“…The scienti c literature highlights recent studies using VR with the elderly population for different purposes and in different contexts. Its effectiveness has been demonstrated in addressing anxiety symptoms (51)(52)(53)(54)(55) and pain symptoms (49,(56)(57)(58), speci cally in older individuals with or without neurocognitive disorders. The immersive nature of the VR headset creates a "perceptual illusion" that reduces perception of the real environment (59)(60)(61)(62).…”
Section: Introduction Background (6a)mentioning
confidence: 99%