Published on in Vol 23, No 5 (2021): May

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/27640, first published .
Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study

Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study

Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study

Journals

  1. Ren I, Rozanski G, Fernandez N, Zabala A, Ramos A, Arrinda I, Tabacof L, Putrino D. Exergaming delivery of a balance and fall prevention program for older adults: A feasibility study. DIGITAL HEALTH 2022;8:205520762211441 View
  2. Fu Y, Hu Y, Sundstedt V, Forsell Y. Conceptual Design of an Extended Reality Exercise Game for the Elderly. Applied Sciences 2022;12(13):6436 View
  3. Stamm O, Vorwerg S, Haink M, Hildebrand K, Buchem I. Usability and Acceptance of Exergames Using Different Types of Training among Older Hypertensive Patients in a Simulated Mixed Reality. Applied Sciences 2022;12(22):11424 View
  4. Kwok J, Choi E, Wong J, Lok K, Ho M, Fong D, Kwan J, Pang S, Auyeung M. A randomized clinical trial of mindfulness meditation versus exercise in Parkinson’s disease during social unrest. npj Parkinson's Disease 2023;9(1) View
  5. Pezzi L, Di Matteo A, Insabella R, Mastrogiacomo S, Baldari C, Machado Reiss V, Paolucci T, Tan E. How Cognitive Reserve should Influence Rehabilitation Choices using Virtual Reality in Parkinson’s Disease. Parkinson's Disease 2022;2022:1 View
  6. So B, Lai D, Cheung D, Lam W, Cheung J, Wong D. Virtual Reality-Based Immersive Rehabilitation for Cognitive- and Behavioral-Impairment-Related Eating Disorders: A VREHAB Framework Scoping Review. International Journal of Environmental Research and Public Health 2022;19(10):5821 View
  7. Bassano C, Chessa M, Solari F. Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their Validation. IEEE Access 2022;10:104295 View
  8. Pang W, Cheng L. Acceptance of gamified virtual reality environments by older adults. Educational Gerontology 2023;49(9):830 View
  9. Kuo F, Lee H, Kuo T, Wu Y, Lee Y, Lin J, Huang S. Effects of a wearable sensor–based virtual reality game on upper-extremity function in patients with stroke. Clinical Biomechanics 2023;104:105944 View
  10. Suprayitno E, Kustiningsih K, Ismail S. Stroke patients' neurorehabilitation. Kontakt 2023;25(2):131 View
  11. Moulaei K, Bahaadinbeigy K, Haghdoostd A, Nezhad M, Gheysari M, Sheikhtaheri A. An analysis of clinical outcomes and essential parameters for designing effective games for upper limb rehabilitation: A scoping review. Health Science Reports 2023;6(5) View
  12. Hosseini M, Thomas R, Pilutti L, Fallavollita P, Jutai J. Acceptance of physical activity virtual reality games by residents of long-term care facilities: a scoping review. Disability and Rehabilitation: Assistive Technology 2024;19(7):2482 View
  13. Ip W, Soar J, James C, Wang Z, Fong K, Chakraborty P. Innovative Virtual Reality (VR) Application for Preventing of Falls among Chinese Older Adults: A Usability and Acceptance Exploratory Study. Human Behavior and Emerging Technologies 2024;2024:1 View
  14. Li Y, Wilke C, Shiyanov I, Muschalla B. Impact of Virtual Reality–Based Group Activities on Activity Level and Well-Being Among Older Adults in Nursing Homes: Longitudinal Exploratory Study. JMIR Serious Games 2024;12:e50796 View
  15. Acton D, Arnold R, Williams G, NG N, Mackay K, Jaydeokar S. Co-design and pilot of a virtual reality intervention to improve mental and physical healthcare accessibility for people with intellectual disability. Advances in Mental Health and Intellectual Disabilities 2024;18(2):63 View
  16. Lee H, Jin J. Combined Virtual-Reality- and Gym-Based Physical Activity Intervention for Children With a Developmental Disability: Effects on Physical Activity Levels, Motor Skills, and Social Skills. Adapted Physical Activity Quarterly 2024;41(4):513 View
  17. Brazil C, Rys M. The effect of VR on fine motor performance by older adults: a comparison between real and virtual tasks. Virtual Reality 2024;28(2) View
  18. Siette J, Adam P, Harris C. Acceptability of virtual reality to screen for dementia in older adults. BMC Geriatrics 2024;24(1) View
  19. Busser A, Fleury S, Kadri A, Haj Mahmoud O, Richir S, Liew T. Scoping Review on the Interactive Digital Tools Used for the Physical and Cognitive Stimulation of Healthy Older Adults. Human Behavior and Emerging Technologies 2024;2024(1) View
  20. Li Y, Muschalla B. Virtual Reality Mental Health Interventions in Geriatric Care for Functional or Well-being Enhancement – A Scoping Review. Die Rehabilitation 2024;63(04):209 View
  21. Raghuraman N, Bedford T, Tran N, Haycock N, Wang Y, Colloca L. The Interplay Between Health Disparities and Acceptability of Virtual Reality: A Survey Study. Cyberpsychology, Behavior, and Social Networking 2024 View
  22. Li Y, Shiyanov I, Muschalla B. Older Adults’ Acceptance of a Virtual Reality Group Intervention in Nursing Homes: Pre-Post Study Under Naturalistic Conditions. JMIR Human Factors 2024;11:e56278 View
  23. Hadi Mogavi R, Son J, Yang S, Wang D, Choong L, Alhilal A, Zhou P, Hui P, Nacke L. The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View
  24. Wang P, Ali N, Sarker M. A Bibliometric Analysis Exploring the Acceptance of Virtual Reality among Older Adults: A Review. Computers 2024;13(10):262 View
  25. Taufiq M. Virtual and augmented reality games for stroke rehabilitation: A systematic literature review into the game design. Procedia Computer Science 2024;245:346 View

Books/Policy Documents

  1. Ramos Aguiar L, Álvarez Rodríguez F, Ponce Gallegos J, Velázquez Amador C. Universal Access in Human-Computer Interaction. User and Context Diversity. View
  2. Fu Y, Hu Y, Sundstedt V, Forsell Y. Biomedical Engineering Systems and Technologies. View
  3. Deng C, Hoffman J, Hadi Mogavi R, Son J, Yang S, Hui P. HCI in Games. View