Co-designing with frail nursing home residents to gamify a VR-based physio-cognitive intervention - Summary - MDSpire

Co-designing with frail nursing home residents to gamify a VR-based physio-cognitive intervention

  • By

  • Mandi Tang

  • Mingming Fan

  • Ge Lin Kan

  • January 24, 2026

  • 0 min

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Objective:

To improve adherence to a physio-cognitive virtual reality intervention for frail nursing home residents through gamification, specifically targeting duration and retention of engagement.

Key Findings:
  • Increased duration adherence from 14.56 to 23.76 minutes.
  • Improved retention adherence (specific metrics needed) and number of voluntary enrollments.
  • Psychological benefits observed among participants.
Interpretation:

The gamification of the VR intervention emphasizes playfulness and happiness, aligning with global efforts to enhance dementia care by promoting engagement and well-being.

Limitations:
  • Data supporting findings are not publicly available due to participant privacy, which limits external validation.
  • Study may not be generalizable beyond the specific nursing home context, potentially affecting broader applicability.
Conclusion:

The study demonstrates the potential of gamified VR interventions to improve adherence and psychological outcomes in frail older adults.

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