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      Acceptance of immersive head-mounted virtual reality in older adults

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          Abstract

          Immersive virtual reality has become increasingly popular to improve the assessment and treatment of health problems. This rising popularity is likely to be facilitated by the availability of affordable headsets that deliver high quality immersive experiences. As many health problems are more prevalent in older adults, who are less technology experienced, it is important to know whether they are willing to use immersive virtual reality. In this study, we assessed the initial attitude towards head-mounted immersive virtual reality in 76 older adults who had never used virtual reality before. Furthermore, we assessed changes in attitude as well as self-reported cybersickness after a first exposure to immersive virtual reality relative to exposure to time-lapse videos. Attitudes towards immersive virtual reality changed from neutral to positive after a first exposure to immersive virtual reality, but not after exposure to time-lapse videos. Moreover, self-reported cybersickness was minimal and had no association with exposure to immersive virtual reality. These results imply that the contribution of VR applications to health in older adults will neither be hindered by negative attitudes nor by cybersickness.

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          Most cited references46

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          Virtual reality in the assessment, understanding, and treatment of mental health disorders

          Mental health problems are inseparable from the environment. With virtual reality (VR), computer-generated interactive environments, individuals can repeatedly experience their problematic situations and be taught, via evidence-based psychological treatments, how to overcome difficulties. VR is moving out of specialist laboratories. Our central aim was to describe the potential of VR in mental health, including a consideration of the first 20 years of applications. A systematic review of empirical studies was conducted. In all, 285 studies were identified, with 86 concerning assessment, 45 theory development, and 154 treatment. The main disorders researched were anxiety (n = 192), schizophrenia (n = 44), substance-related disorders (n = 22) and eating disorders (n = 18). There are pioneering early studies, but the methodological quality of studies was generally low. The gaps in meaningful applications to mental health are extensive. The most established finding is that VR exposure-based treatments can reduce anxiety disorders, but there are numerous research and treatment avenues of promise. VR was found to be a much-misused term, often applied to non-interactive and non-immersive technologies. We conclude that VR has the potential to transform the assessment, understanding and treatment of mental health problems. The treatment possibilities will only be realized if – with the user experience at the heart of design – the best immersive VR technology is combined with targeted translational interventions. The capability of VR to simulate reality could greatly increase access to psychological therapies, while treatment outcomes could be enhanced by the technology's ability to create new realities. VR may merit the level of attention given to neuroimaging.
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            Short, homogeneous versions of the Marlow-Crowne Social Desirability Scale

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              Virtual reality in neuroscience research and therapy.

              Virtual reality (VR) environments are increasingly being used by neuroscientists to simulate natural events and social interactions. VR creates interactive, multimodal sensory stimuli that offer unique advantages over other approaches to neuroscientific research and applications. VR's compatibility with imaging technologies such as functional MRI allows researchers to present multimodal stimuli with a high degree of ecological validity and control while recording changes in brain activity. Therapists, too, stand to gain from progress in VR technology, which provides a high degree of control over the therapeutic experience. Here we review the latest advances in VR technology and its applications in neuroscience research.
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                Author and article information

                Contributors
                celine.gillebert@kuleuven.be
                Journal
                Sci Rep
                Sci Rep
                Scientific Reports
                Nature Publishing Group UK (London )
                2045-2322
                14 March 2019
                14 March 2019
                2019
                : 9
                : 4519
                Affiliations
                [1 ]ISNI 0000 0001 0668 7884, GRID grid.5596.f, Department for Brain and Cognition, , KU Leuven, ; Leuven, Belgium
                [2 ]ISNI 0000000122931605, GRID grid.5590.9, Donders Institute for Brain, Cognition and Behavior, , Radboud University, ; Nijmegen, The Netherlands
                [3 ]ISNI 0000 0004 0398 9387, GRID grid.417284.c, Philips Research, High tech Campus, ; Eindhoven, The Netherlands
                [4 ]ISNI 0000 0001 0668 7884, GRID grid.5596.f, E-media lab, , KU Leuven, ; Leuven, Belgium
                [5 ]ISNI 0000 0004 1936 8948, GRID grid.4991.5, Department of Experimental Psychology, , University of Oxford, ; Oxford, United Kingdom
                Author information
                http://orcid.org/0000-0002-5177-1193
                http://orcid.org/0000-0001-6686-7262
                Article
                41200
                10.1038/s41598-019-41200-6
                6418153
                30872760
                5cf23313-5570-49c9-b270-f0d4b7bc839e
                © The Author(s) 2019

                Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.

                History
                : 21 June 2018
                : 1 March 2019
                Funding
                Funded by: FundRef https://doi.org/10.13039/501100003130, Fonds Wetenschappelijk Onderzoek (Research Foundation Flanders);
                Award ID: 1171717N
                Award ID: G078915N
                Award ID: G078915N
                Award Recipient :
                Funded by: EU HealthPac grant awarded to J. van Opstal
                Funded by: FundRef https://doi.org/10.13039/100004440, Wellcome Trust (Wellcome);
                Award ID: 101253/A/13/Z
                Award Recipient :
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