Skip to main content

Designing a Multi-user VR Social Activity Space for Social Interaction for People Living with Dementia

  • Conference paper
  • First Online:
Serious Games (JCSG 2023)

Abstract

Dementia is a condition that leads to a gradual decline in executive cognitive functioning over time. Health care professionals use non-pharmacological activities to enrich the lives of people living with dementia (PLWD). Studies show that activities involving social interaction have a positive effect on the cognitive function of PLWD. Studies also show that the distancing limitations brought by the Covid-19 pandemic greatly reduced the number of opportunities for social interaction and negatively affected PLWD. Virtual Reality (VR) is showing promise in research involving PLWD. While PLWD have indicated positive experiences using VR, there is currently a paucity of research into the design and development of a multi-user VR social activity space for PLWD. This paper details the design of an activity based multi-user VR space to support socialization for PLWD. It also outlines a set of experiments to evaluate efficacy from the context of social presence and social interaction within this space.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Stopford, C.L., et al.: Working memory, attention, and executive function in Alzheimer’s disease and frontotemporal dementia. Cortex 48(4), 429–446 (2012)

    Article  Google Scholar 

  2. WHO. Dementia (2020). https://www.who.int/news-room/fact-sheets/detail/dementia. Accessed 30 Dec 2020

  3. Shigihara, Y., et al.: Non-pharmacological treatment changes brain activity in patients with dementia. Sci. Rep. 10(1), 6744 (2020)

    Article  Google Scholar 

  4. Poey, J.L., Burr, J.A., Roberts, J.S.: Social connectedness, perceived isolation, and dementia: does the social environment moderate the relationship between genetic risk and cognitive well-being? Gerontologist 57(6), 1031–1040 (2017)

    Article  Google Scholar 

  5. Robertson, J.M., McCall, V.: Facilitating creativity in dementia care: the co-construction of arts-based engagement. Ageing Soc. 40(6), 1155–1174 (2020)

    Article  Google Scholar 

  6. Curelaru, A., et al.: Social isolation in dementia: the effects of COVID-19. J. Nurse Pract. 17(8), 950–953 (2021)

    Article  Google Scholar 

  7. Astell, A.J., et al.: Technology and dementia: the future is now. Dement. Geriatr. Cogn. Disord. 47(3), 131–139 (2019)

    Article  Google Scholar 

  8. Kardong-Edgren, S., et al.: A call to unify definitions of virtual reality. Clin. Simul. Nurs. 31, 28–34 (2019)

    Article  Google Scholar 

  9. Muñoz, J., et al.: Immersive virtual reality exergames for persons living with dementia: user-centered design study as a multistakeholder team during the COVID-19 pandemic. JMIR Serious Games 10(1), e29987–e29987 (2022)

    Article  Google Scholar 

  10. Fenney, A., Lee, T.D.: Exploring spared capacity in persons with dementia: what WiiTM can learn. Act. Adapt. Aging 34(4), 303–313 (2010)

    Google Scholar 

  11. Yamaguchi, H., Maki, Y., Takahashi, K.: Rehabilitation for dementia using enjoyable video-sports games. Int. Psychogeriatr. 23(4), 674–676 (2011)

    Article  Google Scholar 

  12. Byrns, A., et al.: Adaptive music therapy for Alzheimer’s disease using virtual reality. In: Kumar, V., Troussas, C. (eds.) ITS 2020. LNCS, vol. 12149, pp. 214–219. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-49663-0_25

    Chapter  Google Scholar 

  13. Baker, S., et al.: Avatar-mediated communication in social VR: an in-depth exploration of older adult interaction in an emerging communication platform. In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. ACM (2021)

    Google Scholar 

  14. Baker, S., et al.: School’s back: scaffolding reminiscence in social virtual reality with older adults. Proc. ACM Hum.-Comput. Interact. 4(CSCW3), Article no. 267 (2021)

    Google Scholar 

  15. Matsangidou, M., et al.: Dementia: I am physically fading. Can virtual reality help? Physical training for people with dementia in confined mental health units. In: Antona, M., Stephanidis, C. (eds.) HCII 2020. LNCS, vol. 12188, pp. 366–382. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-49282-3_26

    Chapter  Google Scholar 

  16. Tabbaa, L., et al.: Bring the outside in: providing accessible experiences through VR for people with dementia in locked psychiatric hospitals. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland UK, p. 236. Association for Computing Machinery (2019)

    Google Scholar 

  17. Flynn, D., et al.: Developing a virtual reality-based methodology for people with dementia: a feasibility study. Cyberpsychol. Behav. 6(6), 591–611 (2003)

    Article  Google Scholar 

  18. Appel, L., et al.: Virtual reality to promote wellbeing in persons with dementia: a scoping review. J. Rehabil. Assistive Technol. Eng. 8, 20556683211053952 (2021)

    Google Scholar 

  19. Flynn, A., et al.: Introducing and familiarising older adults living with dementia and their caregivers to virtual reality. Int. J. Environ. Res. Public Health 19(23), 16343 (2022)

    Article  Google Scholar 

  20. Hutchinson, H., et al.: Technology probes: inspiring design for and with families. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Ft. Lauderdale, Florida, USA, pp. 17–24. Association for Computing Machinery (2003)

    Google Scholar 

  21. Hodge, J., et al.: Exploring the design of tailored virtual reality experiences for people with dementia. In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, Montreal QC, Canada, p. 514. Association for Computing Machinery (2018)

    Google Scholar 

  22. Alzheimer Society of Ireland. Dementia-friendly sport and physical activity guide (n.d.). https://www.alzheimers.org.uk/get-involved/dementia-friendly-communities/organisations/sports-physical-activity

  23. Unbehaun, D., et al.: Development of an ICT-based training system for people with dementia. In: Companion Publication of the 2019 on Designing Interactive Systems Conference 2019 Companion, San Diego, CA, USA, pp. 65–68. Association for Computing Machinery (2019)

    Google Scholar 

  24. Ching-Teng, Y.: Effect of board game activities on cognitive function improvement among older adults in adult day care centers. Soc. Work Health Care 58(9), 825–838 (2019)

    Article  Google Scholar 

  25. Makri, M., et al.: The “Bridge” project: α European innovative intergenerational approach using serious games for people with dementia. Psychology 12(9), 1434–1456 (2021)

    Article  Google Scholar 

  26. Ho, J.C.F.: Effect of real-world experience on immersion in virtual reality games: a preliminary study. In: Proceedings of the Fourth International Symposium on Chinese CHI, San Jose, USA, Article no. 6. Association for Computing Machinery (2016)

    Google Scholar 

  27. Shoesmith, E.K., Charura, D., Surr, C.: What are the elements needed to create an effective visual art intervention for people with dementia? A qualitative exploration. Dementia 20(4), 1336–1355 (2021)

    Article  Google Scholar 

  28. Ward, M.C., et al.: The benefits of community-based participatory arts activities for people living with dementia: a thematic scoping review. Arts Health 13(3), 213–239 (2021)

    Article  Google Scholar 

  29. Lee, R.M., Draper, M., Lee, S.: Social connectedness, dysfunctional interpersonal behaviors, and psychological distress: testing a mediator model. J. Couns. Psychol. 48, 310–318 (2001)

    Article  Google Scholar 

  30. Villenave, S., et al.: XREcho: a unity plug-in to record and visualize user behavior during XR sessions. In: Proceedings of the 13th ACM Multimedia Systems Conference, Athlone, Ireland, pp. 341–346. Association for Computing Machinery (2022)

    Google Scholar 

Download references

Acknowledgements

This work was conducted with the financial support of the Science Foundation Ireland Centre for Research Training in Digitally-Enhanced Reality (d-real) under Grant No. 18/CRT/6224. For the purpose of Open Access, the author has applied a CC BY public copyright license to any Author Accepted Manuscript version arising from this submission.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to G. Reilly .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Reilly, G., Redfern, S., Muntean, GM., Brennan, A. (2023). Designing a Multi-user VR Social Activity Space for Social Interaction for People Living with Dementia. In: Haahr, M., Rojas-Salazar, A., Göbel, S. (eds) Serious Games. JCSG 2023. Lecture Notes in Computer Science, vol 14309. Springer, Cham. https://doi.org/10.1007/978-3-031-44751-8_16

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-44751-8_16

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-44750-1

  • Online ISBN: 978-3-031-44751-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics