2022
DOI: 10.1177/20552076221132099
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Virtual and augmented reality applications to improve older adults’ quality of life: A systematic mapping review and future directions

Abstract: Objective The use of virtual reality and augmented reality to improve older adults’ quality of life has rapidly increased in recent years. This systematic mapping review aimed to provide a comprehensive overview of existing research that identifies and classifies current virtual reality and augmented reality applications that enhance the quality of life of older adults to increase the understanding of the impact of these technologies. Methods To reach this objective, a systematic mapping review was conducted o… Show more

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Cited by 26 publications
(7 citation statements)
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“…In similar implementations, Otago and balance training-based mixed reality technologies showed positive effects on physical function among older adults [ 50 ]. A recent systematic review [ 19 ] reported that AR technology-supported rehabilitation and training of older adults have mainly been leveraged for one's physical (i.e., balance and mobility) and cognitive (i.e., attention) well-being and recommended exploring the effects in a clinical setting rather than a research setting. Our exploration extrapolates the types of digital home exercise intervention towards health promotion and maintaining independence in older adults, especially in a domestic setting real-home setting and in the context of public health.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…In similar implementations, Otago and balance training-based mixed reality technologies showed positive effects on physical function among older adults [ 50 ]. A recent systematic review [ 19 ] reported that AR technology-supported rehabilitation and training of older adults have mainly been leveraged for one's physical (i.e., balance and mobility) and cognitive (i.e., attention) well-being and recommended exploring the effects in a clinical setting rather than a research setting. Our exploration extrapolates the types of digital home exercise intervention towards health promotion and maintaining independence in older adults, especially in a domestic setting real-home setting and in the context of public health.…”
Section: Discussionmentioning
confidence: 99%
“…This type of intervention has been adapted according to different objectives, levels of maturity, and fundamental properties of the technology. The advantages and effectiveness of digital technology-supported interventions such as virtual reality, augmented reality (AR), and mixed reality have been demonstrated in diverse populations [ [14] , [15] , [16] , [17] , [18] , [19] ]. In these interventions, real-time user interaction and goal-directed movement induced better motivation and learn exercise performance effectively [ 20 ], resulting in improved health outcomes and regular exercise participation.…”
Section: Introductionmentioning
confidence: 99%
“…Through these technologies, individuals can immerse themselves in simulated settings with customizable sensory experiences, tailored to specific preferences for a secure and controlled engagement. Leveraging VR and AR provides access to a diverse range of sensory stimuli that can be adjusted to meet individual sensory requirements [ 49 , 50 ].…”
Section: Innovative Convergence: Exploring the Intersection Of Sensor...mentioning
confidence: 99%
“…Technologies such as virtual reality (VR) have been used to overcome these limitations, because VR can promote access to exercises, aid motor learning and enhance individuals’ motivation to perform therapeutic exercises while also providing a safe simulation of real-life daily activities, real-time multimodal feedback on performance and engaging exercising experience. 1 9 VR applications range from non-immersive to immersive, depending on the degree to which users are isolated from the real world when interacting with virtual environments. Non-immersive VR is achieved through a 2D screen, which allows users to interact with virtual environments from the ‘outside’ while having a full view of the surrounding real world, and interaction is typically limited to the use of a mouse or joystick.…”
Section: Introductionmentioning
confidence: 99%
“… 20 26 Moreover, users’ perceptions of a technology, such as its ease of use and usefulness, can influence their attitudes toward the technology and ultimately impact their acceptance of the technology. 8 , 27 39 In the context of the use of technology in poststroke motor rehabilitation, stroke patients’ perceptions of VR-based rehabilitation programmes can also influence their acceptance of and adherence to the programmes; however, research on this topic has been limited.…”
Section: Introductionmentioning
confidence: 99%