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Virtual Reality Intervention for Managing Apathy in People With Cognitive Impairment: Systematic Review
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Background
Apathy is common in people with cognitive impairment. It leads to different consequences, such as more severe cognitive deficits, rapid functional decline, and decreased quality of life. Virtual reality (VR) interventions are increasingly being used to manage apathy in individuals with cognitive impairment. However, reports of VR interventions are scattered across studies, which has hindered the development and use of the interventions.
Objective
This study aimed to systematically review existing evidence on the use of VR interventions for managing apathy in people with cognitive impairment with regard to the effectiveness, contents, and implementation of the interventions.
Methods
The PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines were followed. The PubMed, Embase, CINAHL, and PsycINFO databases were systematically searched for experimental studies published up to March 13, 2022, that reported the effects of VR interventions on apathy in older adults with cognitive impairment. Hand searching and citation chasing were conducted. The results of the included studies were synthesized by using a narrative synthesis. Their quality was appraised by using the Effective Public Health Practice Project quality assessment tool. However, because the VR interventions varied in duration, content, and implementation across studies, a meta-analysis was not conducted.
Results
A total of 22 studies were identified from the databases, of which 6 (27%) met the inclusion criteria. Of these 6 studies, 2 (33%) were randomized controlled trials, 1 (17%) was a controlled clinical trial, and 3 (50%) were quasi-experimental studies. Individual studies showed significant improvement in apathy and yielded within-group medium to large effect sizes. The level of immersion ranged from low to high. Minor adverse effects were reported. The VR content mostly included natural scenes, followed by city views and game-based activities. A background soundtrack was often used with natural scenes. Most (5/6, 83%) of the studies were conducted in a residential care setting and were implemented by health care professionals or researchers. Safety precautions were taken in most (5/6, 83%) of the studies.
Conclusions
Although preliminary evidence shows that VR interventions may be effective and feasible for alleviating apathy in people with cognitive impairment, the methodological limitations in the included studies make it difficult to reach a firm conclusion on these points. The implementation of the interventions was highlighted and discussed. More rigorous studies are encouraged.
Trial Registration
PROSPERO International Prospective Register of Systematic Reviews CRD42021268289; https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021268289
JMIR Publications Inc.
Title: Virtual Reality Intervention for Managing Apathy in People With Cognitive Impairment: Systematic Review
Description:
Background
Apathy is common in people with cognitive impairment.
It leads to different consequences, such as more severe cognitive deficits, rapid functional decline, and decreased quality of life.
Virtual reality (VR) interventions are increasingly being used to manage apathy in individuals with cognitive impairment.
However, reports of VR interventions are scattered across studies, which has hindered the development and use of the interventions.
Objective
This study aimed to systematically review existing evidence on the use of VR interventions for managing apathy in people with cognitive impairment with regard to the effectiveness, contents, and implementation of the interventions.
Methods
The PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines were followed.
The PubMed, Embase, CINAHL, and PsycINFO databases were systematically searched for experimental studies published up to March 13, 2022, that reported the effects of VR interventions on apathy in older adults with cognitive impairment.
Hand searching and citation chasing were conducted.
The results of the included studies were synthesized by using a narrative synthesis.
Their quality was appraised by using the Effective Public Health Practice Project quality assessment tool.
However, because the VR interventions varied in duration, content, and implementation across studies, a meta-analysis was not conducted.
Results
A total of 22 studies were identified from the databases, of which 6 (27%) met the inclusion criteria.
Of these 6 studies, 2 (33%) were randomized controlled trials, 1 (17%) was a controlled clinical trial, and 3 (50%) were quasi-experimental studies.
Individual studies showed significant improvement in apathy and yielded within-group medium to large effect sizes.
The level of immersion ranged from low to high.
Minor adverse effects were reported.
The VR content mostly included natural scenes, followed by city views and game-based activities.
A background soundtrack was often used with natural scenes.
Most (5/6, 83%) of the studies were conducted in a residential care setting and were implemented by health care professionals or researchers.
Safety precautions were taken in most (5/6, 83%) of the studies.
Conclusions
Although preliminary evidence shows that VR interventions may be effective and feasible for alleviating apathy in people with cognitive impairment, the methodological limitations in the included studies make it difficult to reach a firm conclusion on these points.
The implementation of the interventions was highlighted and discussed.
More rigorous studies are encouraged.
Trial Registration
PROSPERO International Prospective Register of Systematic Reviews CRD42021268289; https://www.
crd.
york.
ac.
uk/prospero/display_record.
php?ID=CRD42021268289.
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