The Benefits of Nostalgia-Based Virtual Reality Brain Health Interventions on Nostalgia Tendencies, Life Satisfaction, Psychological Well-Being, Depression Levels, and Cognitive Function in Older Adults
NCT ID: NCT06973551
Last Updated: 2025-09-09
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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ENROLLING_BY_INVITATION
NA
90 participants
INTERVENTIONAL
2025-04-29
2026-03-30
Brief Summary
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Participants who meet inclusion criteria (aged 65+, capable of communicating in Mandarin or Taiwanese, without severe psychiatric conditions, with sufficient vision/hearing) will be randomly assigned to either the experimental group receiving the "Brain Health Nostalgic VR Program" or a control group engaged in routine weekly activities. Each weekly session spans 60-90 minutes in total, including setup, support, and breaks, while the actual VR usage time is 10-30 minutes depending on individual tolerance. Research staff will provide close support and safety monitoring during all sessions.
Pre- and post-intervention outcomes will be measured using standardized assessments: Southampton Nostalgia Scale (SNS), Short-Form Life Satisfaction Index (LSI-SF), Geriatric Depression Scale (GDS-15), Short-Form Chinese version of Ryff's Psychological Well-being Scale (PWB-18), and the Montreal Cognitive Assessment Taiwan Version (MoCA-T). The study emphasizes participant safety and data confidentiality throughout its duration. Findings aim to demonstrate VR's potential as a non-invasive, preventive strategy for cognitive decline and mental health enhancement among older populations.
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Detailed Description
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Theoretical Framework
The intervention is guided by Expectation Confirmation Theory (ECT), which emphasizes how perceptions of usefulness, ease of use, and enjoyment influence participants' satisfaction and long-term intention to adopt health-related technologies. This framework allows the study to move beyond clinical outcomes and assess the feasibility and sustainability of VR interventions among older adults.
Intervention Features
The Brain Health Nostalgic VR Program integrates reminiscence therapy with cognitive training within immersive VR. The content is uniquely designed with Taiwan-specific cultural elements, such as traditional wedding rituals, historical films, and familiar objects from everyday life, to evoke strong nostalgic responses and enhance emotional engagement.
Cognitive exercises are embedded in the VR environment and target seven domains:Attention, Memory, Reasoning, Reading comprehension, Thinking skills, Imagination and creativity, Observational skills.
Each weekly session lasts approximately 60-90 minutes, including preparation, VR exposure (10-30 minutes depending on tolerance), discussion, and breaks. The intervention continues for 12 times, with both short-term (8-12 weeks) and longer-term (24 weeks) follow-up assessments. Sessions are delivered within participants' own care facilities to ensure safety and comfort.
Distinguishing Characteristics
Unlike conventional reminiscence therapy, which often uses photos or group conversations, the immersive VR environment minimizes external distractions and enhances the sense of presence. This approach is expected to amplify the therapeutic benefits of reminiscence by combining emotional stimulation with structured cognitive tasks.
Previous studies in Asia and Europe have shown promising results from VR-based reminiscence and cognitive training, but most were limited by small sample sizes or short-term pilot designs. This trial is one of the first large-scale, culturally adapted RCTs in Taiwan, addressing both psychological outcomes (e.g., life satisfaction, well-being, depressive symptoms) and cognitive performance in older adults with MCI or mild dementia.
Anticipated Contributions
This study aims to:
Demonstrate the efficacy of a VR-based nostalgia and cognitive training program as an innovative non-pharmacological intervention.
Provide empirical evidence on how culturally tailored VR content can enhance reminiscence, reduce depressive symptoms, and improve cognitive functioning in older adults.
Evaluate user acceptance and long-term adoption intentions, offering insights into the scalability of digital health interventions in community and institutional settings.
By integrating cultural reminiscence, cognitive stimulation, and immersive VR technology, this trial contributes to both the scientific evidence base and practical strategies for dementia prevention, elderly mental health promotion, and caregiver burden reduction.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
NONE
Study Groups
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Nostalgia-Based VR Cognitive Training
Participants in this arm will receive the "Brain Health Nostalgic VR Program," a culturally grounded virtual reality intervention integrating nostalgic elements representative of Taiwanese culture (e.g., old photographs, household objects, traditional media, and familiar scenarios) with interactive cognitive training. The training targets seven domains: attention, imagination and creativity, observation, memory, reasoning, reading comprehension, and thinking. Each weekly session spans 60-90 minutes in total, including setup, support, and breaks, while the actual VR usage time is 10-30 minutes depending on individual tolerance. The intervention is conducted weekly over 12 weeks at the participant's care facility, with full assistance and monitoring by the research team.
Brain Health Nostalgic VR Program
The "Brain Health Nostalgic VR Program" is a culturally tailored virtual reality intervention integrating nostalgic content from Taiwanese culture (e.g., vintage photographs, familiar objects, historical TV clips, traditional settings) with interactive cognitive training tasks. The program targets seven cognitive domains: attention, imagination and creativity, observation, memory, reasoning, reading comprehension, and thinking. Each weekly session spans 60-90 minutes, with 10-30 minutes of actual VR use based on participant tolerance, each participant will use VR for no more than 30 minutes per session before taking a break. The intervention is delivered once per week over a 12-week period in long-term care settings, with researcher support provided throughout.
Routine Weekly Activities
Participants in this arm will continue with their routine weekly activities provided by their respective long-term care facilities. These activities may include light physical exercise, social engagement, passive entertainment (e.g., watching TV), or unstructured leisure. No structured cognitive training or VR-related content will be administered. This arm serves as a control group for comparison with the experimental group receiving the nostalgia-based VR intervention.
No interventions assigned to this group
Interventions
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Brain Health Nostalgic VR Program
The "Brain Health Nostalgic VR Program" is a culturally tailored virtual reality intervention integrating nostalgic content from Taiwanese culture (e.g., vintage photographs, familiar objects, historical TV clips, traditional settings) with interactive cognitive training tasks. The program targets seven cognitive domains: attention, imagination and creativity, observation, memory, reasoning, reading comprehension, and thinking. Each weekly session spans 60-90 minutes, with 10-30 minutes of actual VR use based on participant tolerance, each participant will use VR for no more than 30 minutes per session before taking a break. The intervention is delivered once per week over a 12-week period in long-term care settings, with researcher support provided throughout.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* Able to communicate in Mandarin or Taiwanese
* Capable of wearing and operating a VR headset and handheld controllers
* Sufficient vision and hearing to interact with VR content (assistive devices permitted)
* Able to provide informed consent or have a legal guardian provide consent
Exclusion Criteria
* Severe psychiatric disorders (e.g., schizophrenia, bipolar disorder)
* Major visual or auditory impairments that would interfere with VR use, even with assistive devices
* Unconsciousness, inability to stay awake or focused for the session duration Inability to comply with study protocol or scheduled sessions
65 Years
ALL
No
Sponsors
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National Taiwan Normal University
OTHER
Responsible Party
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Principal Investigators
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Jong-Long Guo, PhD
Role: STUDY_CHAIR
National Taiwan Normal University
Locations
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National Taiwan Normal University
Taipei, Taipei City, Taiwan
Countries
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Other Identifiers
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202503HM026
Identifier Type: -
Identifier Source: org_study_id
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