2009
DOI: 10.1002/gps.2403
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Effect of the adapted virtual reality cognitive training program among Chinese older adults with chronic schizophrenia: a pilot study

Abstract: The results of the current study indicate that engaging in the adapted virtual reality cognitive training program offers the potential for significant gains in cognitive function of the older adults with chronic schizophrenia.

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Cited by 77 publications
(65 citation statements)
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“…Seven studies used the Nintendo Wii exergaming system with a variety of software packages (Ackerman et al, 2010;Hughes et al, 2014;Maillot et al, 2012;Pompeu et al, 2011;Şimşek and Çekok, 2016;Staiano et al, 2012;Zimmermann et al, 2014), four used interactive dance games with pressure-sensitive dance platforms used to response to visual cues for foot movements (Eggenberger et al, 2016;Eggenberger, 2015;Schattin et al, 2016;Schoene et al, 2013), three used interactive cycling/treadmill training wherein participants completed various tasks or avoided obstacles while pedaling/walking around virtual tracks (AndersonHanley et al, 2016;Barcelos et al, 2015;Mirelman et al, 2016) one used virtual-reality kayaking requiring coordinated upper-body movement to navigate virtual lakes/rivers (Park and Yim, 2016), one used the Microsoft Kinect system to deliver an aerobic exercise routine (Kimhy et al, 2015), and one used interactive co-ordination training involving throwing/catching games in a virtual environment (Chan et al, 2010). Control conditions were waitlist/usual treatment (N=5), aerobic exercise (N=5), balance, stretching and strengthening exercises (N=4) and health education sessions, reading, cognitive remediation or memory training (all N=1).…”
Section: Included Studies and Participant Detailsmentioning
confidence: 99%
“…Seven studies used the Nintendo Wii exergaming system with a variety of software packages (Ackerman et al, 2010;Hughes et al, 2014;Maillot et al, 2012;Pompeu et al, 2011;Şimşek and Çekok, 2016;Staiano et al, 2012;Zimmermann et al, 2014), four used interactive dance games with pressure-sensitive dance platforms used to response to visual cues for foot movements (Eggenberger et al, 2016;Eggenberger, 2015;Schattin et al, 2016;Schoene et al, 2013), three used interactive cycling/treadmill training wherein participants completed various tasks or avoided obstacles while pedaling/walking around virtual tracks (AndersonHanley et al, 2016;Barcelos et al, 2015;Mirelman et al, 2016) one used virtual-reality kayaking requiring coordinated upper-body movement to navigate virtual lakes/rivers (Park and Yim, 2016), one used the Microsoft Kinect system to deliver an aerobic exercise routine (Kimhy et al, 2015), and one used interactive co-ordination training involving throwing/catching games in a virtual environment (Chan et al, 2010). Control conditions were waitlist/usual treatment (N=5), aerobic exercise (N=5), balance, stretching and strengthening exercises (N=4) and health education sessions, reading, cognitive remediation or memory training (all N=1).…”
Section: Included Studies and Participant Detailsmentioning
confidence: 99%
“…In VR, the users can use and move virtual objects and challenges. In VR they receive the same feedback as 'those in reality' 19) . EyeToy of PlayStation 2 has the advantages of easily creating VR using a motion-tracking camera and a monitor maximizing the effects of exercise by triggering users' interest in a game which encourages them to participate in the activity inducing users to participate together and compete; and encouraging active movement through visual stimulation while playing games 20,21) .…”
Section: Introductionmentioning
confidence: 99%
“…Virtual reality (VR) is an interactive simulation that allows people to experience real-life situations through computer hardware and software (Chan et al, 2010;Rizzo & Buckwalter, 1997). Interactive simulation enables the brain to perceive a simulated situation as a reality through the stimulation of multiple sensory systems, which can be effectively controlled by visual and auditory feedback (Bruin et al, 2010;Deutsch et al, 2004;Flynn et al, 2007).…”
Section: Introductionmentioning
confidence: 99%
“…Interactive simulation enables the brain to perceive a simulated situation as a reality through the stimulation of multiple sensory systems, which can be effectively controlled by visual and auditory feedback (Bruin et al, 2010;Deutsch et al, 2004;Flynn et al, 2007). This VR effectively controls movements with various and immediate feedbacks and induces interests and amusements, leading to active performance of the task (Chan et al, 2010;Kizony et al, 2004;Rizzo & Buckwalter, 1997). In recent years, lightweight helmets and head mounted displays (HMDs) have improved immersion in three-dimensional (3D) environments through 360° viewing angles with low-cost VR systems (Robert et al, 2016;Schubert et al, 2001).…”
Section: Introductionmentioning
confidence: 99%