Skip to content

Virtual Reality in Cognitive Rehabilitation: A Pilot Study on Usability and Preliminary Clinical Outcomes in Seniors with Mild Cognitive Impairment

Mar 2025 · Journal of medical extended reality · Vol 2, pp. 30 - 42 · 3 citations · 21 references
Medicine

TL;DR

It is suggested that VR-based cognitive stimulation programs are highly usable and acceptable and show potential for improving cognitive performance in older adults with MCI.

Abstract

Abstract With the global population rapidly aging, cognitive decline, including mild cognitive impairment (MCI), is becoming increasingly common. MCI impacts essential cognitive functions like memory and attention, significantly reducing the quality of life for those affected and increasing the burden on healthcare systems. Virtual reality (VR) has emerged as a promising tool for enhancing cognitive rehabilitation by creating immersive and engaging environments. This pilot study aimed to evaluate the usability, acceptability, and preliminary cognitive benefits of VR-based cognitive stimulation exercises for older adults with MCI. The intervention consisted of eight VR and augmented reality sessions over 4 weeks, integrating interactive tasks and 360-degree videos tailored to enhance cognitive flexibility, visuospatial processing, and memory. Forty-five participants enrolled, with 40 completing the full intervention and final postevaluation, and usability feedback was collected from 42 participants, including two who completed partial sessions. Usability was assessed using an adapted System Usability Scale (SUS). Patients rated the VR content (81.9) and headset usability (86.5) highly reflecting strong engagement and comfort. Four healthcare professionals also provided a high SUS score (85.2), emphasizing the program’s clinical relevance and feasibility for integration into rehabilitation workflows. Cognitive assessments indicated a modest improvement in Trail Making Test A scores (p = 0.037), which may suggest enhanced cognitive flexibility. Other measures, including Mini-Mental State Examination, Montreal Cognitive Assessment, Digit Span, and Symbol Digit Modalities Test, showed trends toward improvement but did not reach statistical significance. These exploratory findings align with the short duration of the intervention and the study’s feasibility focus. The iterative, user-centered design process ensured the intervention was accessible, safe, and adaptable to participants’ needs and clinical workflow. These findings suggest that VR-based cognitive stimulation programs are highly usable and acceptable and show potential for improving cognitive performance in older adults with MCI. Further research with larger sample sizes and longer intervention periods is warranted to evaluate clinical impact and functional outcomes.

View source

Similar papers

Conference Open access 2026

Immersive virtual reality for the aging brain: A meta-analysis on cognition and neuropsychiatric symptoms

Virtual reality is a useful tool in cognitive rehabilitation as an effort to support SDG 3, particularly in healthcare for the elderly, and suggests that VR interventions result in substantial improvements in cognitive functioning.

Abdul Fauzi, Caturia Sasti Sulistyana, Supriyono et al. · 0 citations
Aug 2026

Feasibility of a culturally adapted virtual reality cognitive rehabilitation program (COVERT) delivered via a hybrid model for stroke survivors in Singapore: A pilot study

A single-arm feasibility pilot study found that VR-based cognitive rehabilitation delivered through an experienced occupational therapy-led hybrid model is feasible and potentially effective for post-stroke cognitive impairment in Singapore.

Shan Wei, Tan Amanda Pei Xuan, Teoh Ai Lin et al. · 0 citations
Review Open access Sep 2026

A Preliminary Multi-Criteria Decision-Support Framework for Selecting Immersive Virtual Reality Applications for Usability Evaluation in Upper-Limb Stroke Rehabilitation

Upper-limb motor impairment after stroke often limits independence and quality of life, while immersive virtual reality (IVR) offers a promising technology-assisted rehabilitation approach. However, the growing availability of rehabilitation-specific systems and commercial VR games complicates application selection for...

D. Lygouras, A. Tsinakos, Konstantinos Vadikolias et al. · 0 citations
Open access Sep 2026

Safety, acceptability, and usability of an immersive gamification technology system for use in patients with behavioral and psychological symptoms of dementia (phase 1 trial)

Virtual reality (VR) is increasingly explored as a novel non-pharmacologic approach to manage Alzheimer's disease, particularly the behavioral and psychological symptoms of dementia. This phase 1 study aimed to develop an immersive gamification technology system (ImGTS) for the local context and describe its...

V. Anlacan, R. D. Jamora, Angelo Cedric F. Panganiban et al. · 0 citations
Review Open access Aug 2026

Virtual reality interventions targeting executive functions across neurological, neurodevelopmental, neuropsychiatric, and non-clinical populations: A systematic review

Virtual reality-based interventions show promise for improving selected executive processes across clinical and non-clinical populations, but effects vary by population, intervention design, and outcome measure.

Nikolaos Drakatos, Pantelis Pergantis, Andreas Petropoulos et al. · 0 citations

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.