Enhancing Emotional Stability and Mental Comfort in Older Adults through a Nostalgic VR Game: A Technology Acceptance Model Analysis DOI Open Access
Chi-Hui Chiang, Zhiyuan Su,

Chu-Fen Li

et al.

Sustainability, Journal Year: 2024, Volume and Issue: 16(18), P. 8014 - 8014

Published: Sept. 13, 2024

Upon observing the daily lives of older adults, they often experience comfort and emotional stability through nostalgic memories. Hence, this study develops a VR game from which adults can obtain similar sense satisfaction. This extends technology acceptance model (TAM) to analyze factors influencing adults’ intention adopt game. The involved 102 who participated in experience. was developed using Unity engine, designed specifically trigger analysis shows that questionnaire highly reliable. also revealed PEOU significantly influences PU (β = 0.559, p < 0.001) PE 0.694, 0.001). positively impacts HIPG 0.321, 0.05), while ATG strongly 0.270, 0.01). extended TAM explained 57.3% variance (R2 0.573), indicating substantial impact these on engage with These results provide valuable insights for developers healthcare providers aiming integrate as health tool adults.

Language: Английский

Digital Health Interventions for Mental Health Improvement in Older Adults with Mild Cognitive Impairment: A Systematic Review and Meta-Analysis (Preprint) DOI Creative Commons

An Gu,

An Huang, Bei Wu

et al.

Published: Jan. 10, 2025

BACKGROUND Mental health issues are common among older adults with mild cognitive impairment. However, despite the growing use of digital interventions to improve function, their impact on mental remains largely underexplored. OBJECTIVE To evaluate effectiveness outcomes in impairment, both overall and subgroup-specific effectiveness. METHODS A systematic review meta-analysis randomized controlled trials was conducted, searches 7 databases from inception March 2024. The primary were outcomes. Quality assessment used Cochrane Collaboration’s tool. Subgroup analysis examined variations based specific intervention characteristics, sensitivity meta-regression exploring other potential sources heterogeneity. RESULTS total 11 studies 610 participants met selection criteria. demonstrated that reduced depressive symptoms (SMD -0.55, 95% CI -0.92 -0.19) anxiety -0.47, -0.76 -0.18); however, no significant effect positive 0.74, -0.46 1.94) negative affect -0.23, -0.60 0.14). indicated hospital or nursing home settings non-portable modality optimal. Furthermore, over 6 weeks, sessions exceeding 30 minutes occurring up 2 per week, more effective for symptoms. CONCLUSIONS This indicates hold promise improving Future research should focus integrating therapeutic technologies develop comprehensive interventions. CLINICALTRIAL CRD42024522342

Language: Английский

Citations

0

Virtual environments as a novel and promising approach in (neuro)diagnosis and (neuro)therapy: a perspective on the example of autism spectrum disorder DOI Creative Commons
Ewa Sokołowska, Beata Sokołowska, Stanisław J. Chrapusta

et al.

Frontiers in Neuroscience, Journal Year: 2025, Volume and Issue: 18

Published: Jan. 15, 2025

Over the last three decades, dynamically evolving research using novel technologies, including virtual environments (VEs), has presented promising solutions for neuroscience and neuropsychology. This article explores known potential benefits drawbacks of employing modern technologies diagnosing treating developmental disorders, exemplified by autism spectrum disorder (ASD). ASD's complex nature is ideal illustrating advantages disadvantages digital world. While VEs' possibilities remain under-explored, they offer enhanced diagnostics treatment options ASD, augmenting traditional approaches. Unlike real-world obstacles primarily rooted in social challenges overwhelming environments, these provide unique compensatory opportunities ASD-related deficits. From our perspective addition to other recent work, should be adapted suit specific needs individuals with ASD.

Language: Английский

Citations

0

Revolutionizing healthcare leadership the critical role of digital citizenship in knowledge sharing DOI Creative Commons
Naveed Saif, Sadaqat Ali, Imrab Shaheen

et al.

Scientific Reports, Journal Year: 2025, Volume and Issue: 15(1)

Published: March 15, 2025

Abstract This study explores the relationship between digital leadership (DLR), visionary (VSL), and knowledge sharing (KNS) among healthcare professionals in Pakistan, focusing on mediating role of citizenship behavior (DCZ). As becomes increasingly crucial for promoting healthcare, understanding how DLR VSL facilitate this particularly through is essential. A quantitative approach was employed, gathering data from 202 via a structured questionnaire assessing DLR, VSL, DCZ, KNS. Structural equation modeling (SEM) used to analyze relationships test effect DCZ. Findings reveal significant positive both with Notably, DCZ partially mediates KNS, stronger mediation observed context. In VSL-KNS relationship, DCZ’s confirmed indicating partial mediation. These results underscore importance fostering behaviors enhance sharing, providing valuable insights development programs aimed at improving organizational performance settings.

Language: Английский

Citations

0

增强现实3D显示的技术路径及产业化分析(特邀) DOI

李颖泉 Li Yingquan,

华鉴瑜 Hua Jianyu,

陈林森 Chen Linsen

et al.

Laser & Optoelectronics Progress, Journal Year: 2025, Volume and Issue: 62(6), P. 0600001 - 0600001

Published: Jan. 1, 2025

Citations

0

Enhancing Emotional Stability and Mental Comfort in Older Adults through a Nostalgic VR Game: A Technology Acceptance Model Analysis DOI Open Access
Chi-Hui Chiang, Zhiyuan Su,

Chu-Fen Li

et al.

Sustainability, Journal Year: 2024, Volume and Issue: 16(18), P. 8014 - 8014

Published: Sept. 13, 2024

Upon observing the daily lives of older adults, they often experience comfort and emotional stability through nostalgic memories. Hence, this study develops a VR game from which adults can obtain similar sense satisfaction. This extends technology acceptance model (TAM) to analyze factors influencing adults’ intention adopt game. The involved 102 who participated in experience. was developed using Unity engine, designed specifically trigger analysis shows that questionnaire highly reliable. also revealed PEOU significantly influences PU (β = 0.559, p < 0.001) PE 0.694, 0.001). positively impacts HIPG 0.321, 0.05), while ATG strongly 0.270, 0.01). extended TAM explained 57.3% variance (R2 0.573), indicating substantial impact these on engage with These results provide valuable insights for developers healthcare providers aiming integrate as health tool adults.

Language: Английский

Citations

0