An Immersive Virtual Reality Room to Enhance Positive Affect and Engagement in Nursing Home Residents with Neurocognitive and Psychological Disorders: A Feasibility Study

<b>Background/Objectives</b>: Older adults with neurocognitive and psychological disorders are often institutionalized in nursing homes, which negatively affects well-being and mood, and may accelerate cognitive decline. Immersive virtual reality (VR) is a promising non-pharmacological countermeasure, but VR-headset discomfort limits its usability in this population. Therefore, this study examined the tolerability and feasibility of an immersive VR room, which provides customizable interactive environments projected across four walls at 360° and enables shared experiences, to enhance positive affect and engagement in nursing home residents. <b>Methods</b>: Twenty nursing home residents were initially enrolled, and nineteen completed five 10 min sessions in the immersive VR room accompanied by a caregiver. State positive and negative effects were assessed using the visual analogue scale (VAS) and the Observed Emotion Rating Scale (OERS), and participants' verbal feedback was collected during and after the sessions. <b>Results</b>: VAS scores indicated that VR room immersion was feasible and well-tolerated, with most participants feeling secure and experiencing increased positive affect during and just after the sessions. OERS scores and observations revealed frequent expressions of pleasure, interest, and active engagement with both the VR environments and the caregiver. Participants' reports valued the enjoyable and relaxing experience provided by immersion in the VR room, noting the realism and aesthetics of the environments and nature-related elements, which allowed them to travel virtually and evoke personal memories. Conclusions: Immersive VR room sessions were well tolerated, enhanced positive affect, and may support cognitive functioning by fostering active engagement and social interaction. Given that this is a feasibility study with a small cohort and short follow-up, the present findings should be considered preliminary and confirmed in larger, controlled, longer-term studies.

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Journal
Healthcare
Published
2026-02-26
DOI
https://doi.org/10.3390/healthcare14050588
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

An Immersive Virtual Reality Room to Enhance Positive Affect and Engagement in Nursing Home Residents with Neurocognitive and Psychological Disorders: A Feasibility Study

Malgorzata Klass, Jennifer Foucart, Jean-Christophe Bier, Yaëlle Ducommun et al.
Healthcare
Virtual Reality Applications and Impacts
article

An Immersive Virtual Reality Room to Enhance Positive Affect and Engagement in Nursing Home Residents with Neurocognitive and Psychological Disorders: A Feasibility Study

Malgorzata Klass, Jennifer Foucart, Jean-Christophe Bier, Yaëlle Ducommun, Laurence Ruscart, Frédérick Dandler, Sandra De Breucker, Michel Hanset
article en

Abstract

<b>Background/Objectives</b>: Older adults with neurocognitive and psychological disorders are often institutionalized in nursing homes, which negatively affects well-being and mood, and may accelerate cognitive decline. Immersive virtual reality (VR) is a promising non-pharmacological countermeasure, but VR-headset discomfort limits its usability in this population. Therefore, this study examined the tolerability and feasibility of an immersive VR room, which provides customizable interactive environments projected across four walls at 360° and enables shared experiences, to enhance positive affect and engagement in nursing home residents. <b>Methods</b>: Twenty nursing home residents were initially enrolled, and nineteen completed five 10 min sessions in the immersive VR room accompanied by a caregiver. State positive and negative effects were assessed using the visual analogue scale (VAS) and the Observed Emotion Rating Scale (OERS), and participants' verbal feedback was collected during and after the sessions. <b>Results</b>: VAS scores indicated that VR room immersion was feasible and well-tolerated, with most participants feeling secure and experiencing increased positive affect during and just after the sessions. OERS scores and observations revealed frequent expressions of pleasure, interest, and active engagement with both the VR environments and the caregiver. Participants' reports valued the enjoyable and relaxing experience provided by immersion in the VR room, noting the realism and aesthetics of the environments and nature-related elements, which allowed them to travel virtually and evoke personal memories. Conclusions: Immersive VR room sessions were well tolerated, enhanced positive affect, and may support cognitive functioning by fostering active engagement and social interaction. Given that this is a feasibility study with a small cohort and short follow-up, the present findings should be considered preliminary and confirmed in larger, controlled, longer-term studies.

HealthcareVol. 14(5)
University of Geneva (CH), Université Libre de Bruxelles (BE), La Cambre (BE), Hôpital Beau-Séjour (CH)
Openalex Percentile: Top 49%
Virtual Reality Applications and Impacts
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