Abstract
Over the last decades an increasing number of older persons in the population, is recognized worldwide, followed by a rising number of older patients in clinical settings (UN, 2024). Isolation, stress, less activities for the patients (Schneider, 2019), staff shortage and limited time resources are illustrated (Buchnan & Catton 2023, WHO, 2020). Technical innovations may help assist patients reduce stressors. Well examined are effects of training cognitive skills within a virtual reality environment (Apochi et al., 2024, Chan et al., 2024). VR-Glasses and serious games with immersive experiences form an environment by shielding personal surroundings and settings (Doerner et al. 2019, Hussain et al., 2024).
This pilot study examines the ability to use VR-Glasses and serious games to increase well-being and decrease stress of patients in hospital settings. In this study the usability and effects of this technology in older patients were explored.
Prior Data-collection research of literature, technical solutions and variety of serious games was conducted. Over a period of five weeks, eight older patients in a hospital used the VR-glasses with the serious game. Measurement at three times (Week 1, 3 and 5) included physical parameter like heart rate with an oximeter, respiratory frequency manual counted, level of stress captured with a 5-Stage-Likert-Scale and examine the well-being with the WHO 5-Well-Being Index by the patients. Data were analyzed descriptive. Study was proved by an Ethics Advisory Board (Beth_38_22).
Heart rate and respiratory frequency changed in a positive manner. Stress levels were reduced, patients felt optimistic. All patients showed an increasing rating in the WHO five Well-Being Index. Patients rejected auditive stimulation within the games because they felt uncomfortable. They accepted the device and had no problems in applying this technology. In addition, patients were more motivated to be physical active and to interact with others.
The results provide positive effects on stress, well-being, more activity and interaction with others. Other studies state similar results (Apochi et al., 2024, Chan et al., 2024). Acceptance of devices in older persons is also reported in another work. (Hosseini et al., 2024). VR-Glasses and serious game can support well-being of patients in hospitals. The results are encouraging and should be validated in a larger cohort, like the aspect of interfering sound within serious games in older people.
Notes
References: Apochi OO., Olusanya MD., Wesley M., Musa SI., Ayomide PO., Adebayo AA., & Olaitan Komolafe D. (2024). Virtual, mixed, and augmented realities: A commentary on their significance in cognitive neuroscience and neuropsychology. Appl Neuropsychol Adult8, 1-4. https://doi.org/10.1080/23279095.2024.2365870.
Buchnan, J. & Catton H. (2023). Investing in the Nursing Workforce for Health system effectiveness. ICN - International Council of Nurses
Chan JYC, Liu J, Chan ATC, Tsoi KKF. (2024). Exergaming and cognitive functions in people with mild cognitive impairment and dementia: a meta-analysis. NPJ Digit Med.15;7(1):154. https://doi.org/10.1038/s41746-024-01142-4.
Cosma, A., Költö, A., Chzhen, Y., Kleszczewska, D., Kalman, M., & Martin, G. (2022). Measurement Invariance of the WHO-5 Well-Being Index: Evidence from 15 European Countries. Int. J. Environ. Res. Public Health19, 9798. https:// doi.org/10.3390/ijerph19169798
Doerner, R., Broll, W., Grimm, P., & Jung B. (2019). Virtual and Augmented Reality (VR/AR). Springer.
Hosseini M, Thomas R, Pilutti L, Fallavollita P, Jutai JW (2024) Acceptance of physical activity virtual reality games by residents of long-term care facilities: A qualitative study. PLoS ONE 19(6), e0305865. https://doi.org/10.1371/journal.pone.0305865
Hussain R., Chessa M., & Solari F. (2024). Improving Depth Perception in Immersive Media Devices by Addressing Vergence-Accommodation Conflict. IEEE Trans Vis Comput Graph.30(9), 6334-6346. https://doi.org/10.1109/TVCG.2023.3331902.
Schneider, I.T. (2019). Körperliche Bewegung älterer Menschen im Krankenhaus: eine phänomenologisch-hermeneutische Studie. Martin-Luther-Universität Halle-Wittenberg. dx.doi.org/10.25673/13933
Topp C.W., Østergaard S.D., Søndergaard S., & Bech P. (2015). The WHO-5 Well-Being Index: A Systematic Review of the Literature. Psychotherapy and Psychosomatics, 84, 167-176. https://doi.org/10.1159/000376585
United Nations Department of Economic and Social Affairs, Population Division (2024). World Population Prospects 2024: Summary of Results (UN DESA/POP/2024/TR/NO. 9)
World Health Organization. (2020). State of the world’s nursing 2020: Executive summary. World Health Organization.
Sigma Membership
Nu Chi
Type
Presentation
Format Type
Text-based Document
Study Design/Type
Other
Research Approach
Other
Keywords:
Primary Care, Stress and Coping, Instrument and Tool Development, Aged, Cognitive Skills, Virtual Reality
Recommended Citation
Schneider, Iris Tamara and Karl, Daniela, "VR-Glasses and Serious Games to Promote Well-Being and Reduce Stress of Older Persons in Hospitals" (2025). International Nursing Research Congress (INRC). 30.
https://www.sigmarepository.org/inrc/2025/presentations_2025/30
Conference Name
36th International Nursing Research Congress
Conference Host
Sigma Theta Tau International
Conference Location
Seattle, Washington, USA
Conference Year
2025
Rights Holder
All rights reserved by the author(s) and/or publisher(s) listed in this item record unless relinquished in whole or part by a rights notation or a Creative Commons License present in this item record.
Review Type
Abstract Review Only: Reviewed by Event Host
Acquisition
Proxy-submission
VR-Glasses and Serious Games to Promote Well-Being and Reduce Stress of Older Persons in Hospitals
Seattle, Washington, USA
Over the last decades an increasing number of older persons in the population, is recognized worldwide, followed by a rising number of older patients in clinical settings (UN, 2024). Isolation, stress, less activities for the patients (Schneider, 2019), staff shortage and limited time resources are illustrated (Buchnan & Catton 2023, WHO, 2020). Technical innovations may help assist patients reduce stressors. Well examined are effects of training cognitive skills within a virtual reality environment (Apochi et al., 2024, Chan et al., 2024). VR-Glasses and serious games with immersive experiences form an environment by shielding personal surroundings and settings (Doerner et al. 2019, Hussain et al., 2024).
This pilot study examines the ability to use VR-Glasses and serious games to increase well-being and decrease stress of patients in hospital settings. In this study the usability and effects of this technology in older patients were explored.
Prior Data-collection research of literature, technical solutions and variety of serious games was conducted. Over a period of five weeks, eight older patients in a hospital used the VR-glasses with the serious game. Measurement at three times (Week 1, 3 and 5) included physical parameter like heart rate with an oximeter, respiratory frequency manual counted, level of stress captured with a 5-Stage-Likert-Scale and examine the well-being with the WHO 5-Well-Being Index by the patients. Data were analyzed descriptive. Study was proved by an Ethics Advisory Board (Beth_38_22).
Heart rate and respiratory frequency changed in a positive manner. Stress levels were reduced, patients felt optimistic. All patients showed an increasing rating in the WHO five Well-Being Index. Patients rejected auditive stimulation within the games because they felt uncomfortable. They accepted the device and had no problems in applying this technology. In addition, patients were more motivated to be physical active and to interact with others.
The results provide positive effects on stress, well-being, more activity and interaction with others. Other studies state similar results (Apochi et al., 2024, Chan et al., 2024). Acceptance of devices in older persons is also reported in another work. (Hosseini et al., 2024). VR-Glasses and serious game can support well-being of patients in hospitals. The results are encouraging and should be validated in a larger cohort, like the aspect of interfering sound within serious games in older people.
Description
To care properly for a rising older population in hospitals new technologies like VR-Classes and serious games can assist. In a pilot study the usability and physical and subjective effects in older patients were explored. Physical marker, stress and well-being were measured. Heart rate and respiratory frequency changed in a positive manner. Stress levels were reduced, the patient felt optimistic with a positive mindset. The results are encouraging and should be validated in a larger cohort.