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Virtual reality games for cognitive rehabilitation of older adults: a review of adaptive games, domains and techniques

Published: 06 April 2024 Publication History

Abstract

In recent decades, the senior adults population worldwide has increased, as well as the medical conditions related to aging, such as cognitive decline. Virtual reality (VR) games are a valuable addition to conventional cognitive rehabilitation as they increase engagement to the therapy through customization, socialization, immersion, and feedback. This review, performed according to PRISMA protocol, addresses the following questions: How VR games have been used for cognitive rehabilitation?, What cognitive domains have been addressed by VR games and in which populations have these games been used?, Which features have been considered to improve engagement in VR games for cognitive rehabilitation?, How is the difficulty adjustment of exercises carried out in VR games for cognitive rehabilitation?. We found 25 scientific works related to these questions, 92% of them treating one cognitive domain at a time, despite the fact that the related literature recognizes the value of training multiple domains simultaneously. Our review indicates that, despite the existence of serious VR games for working memory training, such as those described in Flak et al. (Front Psychol 10:807, 2019. https://doi.org/10.3389/fpsyg.2019.00807), to our knowledge, there are no applications that simultaneously address multiple cognitive domains and incorporate dynamic difficulty adjustment, which are important to ensure ecological validity of therapy and therapy adherence, respectively. In addition, we found that games themselves could be used to monitor the user’s progression. It is also important to determine the impact of multiplayer interactions in the game, test difficulty adjustment approaches that use physiological variables, and define difficulty-skill relationships aligned with the user’s preferences. This paper concludes that the main barriers to implement dynamic difficulty adjustment in VR games for cognitive rehabilitation are: (i) the absence of metrics to estimate when the game offers to the players a challenge adapted their skills, and (ii) the lack of a conceptual framework that integrates relevant theories such as state of flow, cognitive load, cognitive rehabilitation, and feedback systems.

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  • (2024)Inclusive VR gaming with older adults: Accessibility of entertainment and educational VR gamesProceedings of the 27th International Academic Mindtrek Conference10.1145/3681716.3681736(201-210)Online publication date: 8-Oct-2024

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cover image Virtual Reality
Virtual Reality  Volume 28, Issue 2
Apr 2024
966 pages

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Berlin, Heidelberg

Publication History

Published: 06 April 2024
Accepted: 12 February 2024
Received: 28 October 2022

Author Tags

  1. Serious games
  2. Virtual reality
  3. Cognitive domains
  4. Cognitive rehabilitation
  5. Dynamic difficulty adjustment

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  • University of Cauca

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  • (2024)Inclusive VR gaming with older adults: Accessibility of entertainment and educational VR gamesProceedings of the 27th International Academic Mindtrek Conference10.1145/3681716.3681736(201-210)Online publication date: 8-Oct-2024

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