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Adv Exp Med Biol ; 1196: 127-139, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-32468314

RESUMEN

OBJECTIVES: The comparison of cognitive performance of older adults with frailty and non-frail ones (according to Fried's criteria) was investigated. METHODS/DESIGN: The differences in performance between people with frailty and individuals without frailty according to Fried were tested using a Virtual Reality (VR) application. The Fried criteria for frailty were used to categorize users into study groups, while standardized batteries were used for a Comprehensive Geriatric Assessment, including Activities of Daily Living (ADL), lifestyle, cognition, and depression screening. A group of 80 elders (78.08 years old in average) played the VR game entitled Virtual Supermarket (VSM). From those, 39 were healthy controls and 30 were categorized as pre-frail and 11 as frail. The VSM application presented users with a virtual shopping experience where users had to locate and purchase items displayed in a shopping list. This application was designed to test player's ability to reproduce a typical customer behavior in a simulated environment which requires spatial orientation, short-term memory, selective attention, and cognition speed. The performance, duration, and error rate were used as measurements. RESULTS: The analysis showed that there was a statistically significant difference in game performance between the different user groups with X2 (2) = 9.929, p = 0.007. Moreover, the multinomial logistic regression model generated, which based on game performance metrics, was found to be statistically significant with X2 (4) = 15.662, p = 0.004. CONCLUSIONS: Results shed more light toward the possible use of VR for distant self-administered evaluation of the frail status.


Asunto(s)
Actividades Cotidianas , Anciano Frágil , Fragilidad/diagnóstico , Juegos Recreacionales , Evaluación Geriátrica/métodos , Realidad Virtual , Anciano , Estudios Transversales , Anciano Frágil/psicología , Fragilidad/fisiopatología , Fragilidad/psicología , Juegos Recreacionales/psicología , Humanos
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