The introduction provides detailed background information on the study topic addressing the study’s objectives, literature, and gaps. The study provides information from credible sources, including the “Australian Institute of Health and Welfare” (2017), citing the increased number of people living with mental health issues like dementia (Baker et al., 2020, p.2). The authors indicate the vulnerability of the older people due to the increased burden of chronic diseases and psychological issues leading to loneliness and social isolation, which contributes to anxiety, suffering, and depression (Baker et al., 2020, p.2). Therefore, the researcher defines the problem and the need for VR in residential care facilities to alleviate older people’s physical and psychological impairments. Besides, the researcher discusses what the VR is and how it is used when he states, “Current commercial VR systems typically require the user to wear a head-mounted display.” (Baker et al., 2020, p.2). The background presents the research aim to “evaluate the use of interactive virtual reality technology with older adults living in residential aged care.” (Baker et al., 2020, p.2). The objective is well precise and noted clearly with sufficient updates. In-depth literature on the use of VR and challenges facing the older people in the residential care defines the study problem presents goals for the research, making the introduction well established and credible. Besides, the literature review also provides enough information on related work on VR and aging, which are well-cited to provide enough information for the readers and references.
The study was qualitative research whose purpose was to better understand the study objectives through first-hand experiences, actual conversations, and truthful reporting driving the participants to understand the meaning of their surroundings and the influences on their behaviors (Sawatsky, Ratelle & Beckman, 2019). The methodology is credible since it has well-defined the study design, research site, and participants. Besides, the articles describe the VR hardware, data collection, prior technology experience, VR software, and data analysis. They include ethical considerations in the research process, making the research methodology executive, transparent, harmonious, and credible. The study has also described the residential care facility’s research site in the “outer suburbs of Melbourne, Australia.” (Baker et al., 2020, p.3).
JBI (Joanna Briggs Institute) appraises the research articles according to the level of evidence starting with 1 to 5 (Jordan et al., 2019). Based on the JBI, the study is level III evidence because it is a quasi-experiment with well-designed controlled tries. JBI checklist for qualitative studies has ten questions that have been used for the study. The study indicates congruity between philosophical perspective and research methodology, and research methodology with objectives, data collection method, design, and participants (Baker et al., 2020). The study designs give an insight into the participants’ experiences by collecting their opinions through interviews and VR assessments which presents the congruence of the research design, the participants, data collection, and the research methods (Perret & Vander Poorten, 2018). The data analysis was also congruent to the research methodology because the video footage field notes and audio recordings were transcribed and imported to the “QSR International’s NVivo qualitative data analysis software” for analysis and coding (Baker et al., 2020). Burnard (1991) introduced the thematic content analysis approach, which the study utilized for the analysis. Therefore, the data analysis method was congruent to the research methodology making the study credible. The study uses a qualitative multi-method design to evaluate how interactive VR works with older patients (Palakshappa & Gordon, 2006). Hence, the study design was appropriate to address the research question.
Strengths and limitations of research methodology
CASP tool asses and appraises the strength and weaknesses of qualitative research methodology. The CASP assessment concluded that the qualitative methodology was appropriate based on the study design and procedures used and was worth continuing. The research design was appropriate because it addressed the study’s aims and how the researchers met the study objectives (CASP, n.d.). The qualitative multi-method design adopted by the study utilized in-depth interviews before and after the VR intervention to assess the participants’ use of VR in the residential care facility. After every session, the researcher administered a visual rating to assess the progress. Evaluation Of Interactive Virtual Reality Technology For Older Adults In Residential Care Essay Paper The researcher also made field observations and interviews that comprised notes and recordings to assess the effectiveness of VR in addressing the physical and cognitive problems of the residents of the facilities. Therefore, the study design approach was explorative and collected all the relevant information concerning the study.
From objective number four of the CASP check limits, the recruitment strategy was appropriate in addressing the study’s aims. Since the study was qualitative, which involved pre-and post-assessment, the use of low sample size was vital for obtaining a complete assessment of the effectiveness of VR in addressing physical and cognitive issues in older adults (CASP, n.d.). The methodology also defines an apparent sample size of ten residents and staff who explored the topic thoroughly. The researcher justified the limited sample size was due to a lack of knowledge of the US of VR in residential care, challenging circumstances of recruiting participants in these care facilities, and the issues of informed consent. After ethical approval, the researcher recruited the participants after consulting with the RACF facility, where they communicated the study’s goal and the required physical capacities of the participants in the VR session for the study (Gupta, 2013). The RACF provided six potential participants, where five gave their consent for the study, and the other five were staff members (Baker et al., 2020). Therefore, the recruitment process was ethically acceptable, credible, and effective for the study.
The data collection method addressed the research issues as the researcher used semi-structured interviews of approximately 20 minutes and deployed two-week VR sessions for observation and recording of the use of VR by the participants, which was congruent with the researcher (Baker et al., 2020). The weakness of the article is that it has not clearly stated its philosophical framework. Still, from the information provided, we can deduce that it has utilized positivism and interpretive philosophical perspective was efficient for the study enhanced proper recruitment of the study participants and research on the study topic. Therefore, we conclude that the study is credible, rigorous, significant, and trustworthy because the methodology, research design, ethical considerations, data collection, and recruitment strategy were appropriate and well utilized.
For the researcher to examine the study objectives, they assessed the usability, embodiment, immersive, and tailoring of VR experiences for four participants, namely Gail, Harry, Nancy, Nevile, and Wes (Baker et al., 2020). The themes are well represented in tables, sections, and words that exclusively present the research findings and some justification for the findings, which makes the results accurate (Richards, 2020). These were important in assessing the impact of VR on older adults. In assessing usability issues, the researchers assed hand controls, HMD, and body tracking. The results indicated that Nancy did not need assistance while using the hand control, the wheelchair needed positioning to reach some objects, and HMD felt uncomfortable after long sessions. Gail showed minimal assistance with hand controllers, and the wheelchair needed repositioning to reach some objects. The HMD felt uncomfortable after longer sessions (Baker et al., 2020). Harry also needs more assistance, especially on using hand controllers, and often Neville needs repositioning of the wheelchair repositioning to reach some objects. Dudman et al. (2018) argue that older people in residential facilities are generally frail, explaining the physical limitations presented in the results during the assessment. However, the metho seems to improve their physical and mental abilities.
Fox, Arena, and Bailenson (2009) explain that VR technology can immerse the users in an alternative reality which forms the study finding indicating that the embodiment and immersive worked during the experiment. The results for embodiment and immersive indicate that after the VR session, several participants reacted and provided a reflection on the immersive nature of their experiences in the VR. For instance, Neville commented after the first session that the underwater “ocean Rift” game made the participant feel as if he was underwater (Baker et al., 2020). While Wes replied that he could “Just imagine how a fish feels.” (Baker et al., 2020). All participants indicated that they lost track of time. Therefore, the VR engrossed them in a virtual reality forgetting about the track of time, which could be better for the RACF.
The researcher analyzed the VR experience’s themes based on sharing the VR experience for tailoring. The researcher analyzed the first contact, Quill, ocean rift, poker solitaire, and google earth VR. the study indicated that Gail spent most of the time using the available software. In contrast, Google Earth VR was the researcher who used his preferred one for global tours and other personal places of interest. It connected the participants to the virtual world, which, despite having issues like dementia, it was one of the best ways to improve their physical and emotional health. Harry enjoyed Power Solitaire and often asked for scrabble and related games, while Nancy enjoyed all the available software, with First Contact, Power Solitaire, and Toybox being her favorite. Although Neville had hand control problems, he enjoyed using Ocean Rift and First Contact. Wes preferred Ocean Rift due to less talent with hand control.
From the JBI criteria assessment for qualitative studies, there should be congruity between the research methodologies and the representation of data, analysis of data, interpretation of results, and influence on the research (Jordan et al., 2019). From the data and results presented, we can conclude that the research met the requirements of the JBI criteria. The results indicate that the virtual reality engaged the aged care residents who had physical and cognitive complications that would otherwise have isolated themselves, making it more interactive and efficient. The results show that Gail entered the third session with a dress to take to her granddaughter because she wanted to virtually visit her home and tell her about it (Baker et al., 2020). It eradicates boredom and self-isolation.
According to CASP criteria, the data analysis was sufficiently rigorous using thematic methods, including usability, indicating a clear statement of the findings making the research valuable (CASP, n.d.). The study indicates that the residents enjoyed interactions with the VR and the services offered in virtual reality, with most of them traveling and participating in the activities they like (Baker et al., 2020). The findings also indicated that those having dementia reacted adversely to head-mounted displays. However, the study results’ only weaknesses are providing general reactions to the virtual reality sessions and whether the participants preferred to continue participating. Otherwise, the strengths supersede the weaknesses since the results are well arranged using specific themes and discussion of several codes and recordings provided by the client.
The study findings present an emotional understanding of how the residents in RACF could use VR as a fun, creative, and to engage in social activity. The discussion and conclusion section explains and discusses the result with relevant literature sources to justify the results. JBI criteria require that the study draw conclusions based on the analysis, data, and interpretation (Jordan, 2019). Fronemann et al. (2016) argue that durability, accessibility, acceptance, and benefits are essential when designing the technology for older adults. Therefore, for CR technology to be interactive., it needs to meet conditions like durability, acceptance, benefits, and acceptance. VR is important for self-isolating clients (Miller, Buys & Donoghue, 2019). Therefore, the study thoroughly discussed the results obtained, providing a good overview of the results with evidence for and against the findings of this study, and the literature reviewed meeting the CASP question on whether there is “a clear statement of findings” (CASP, n.d.).
The research is helpful for consumers, researchers, policymakers, and practitioners. The study helps the government provide relevant practical approaches at the community level in controlling and preventing self-isolation among older people in residential facilities. The research may adopt this research design to accurately assess the cause-effect relationships of the variables in the study by utilizing the qualitative multi-method design (Palakshappa & Gordon, 2006). The researchers and policymakers use the results to identify gaps for further assessment, like simplicity in the usability of the VR programs. Therefore, it addresses the challenges residential facilities face in handling older people with antisocial issues (Cavenett et al., 2018). Therefore, they could put the improvement into practice since the study is valuable.
Conclusion
In conclusion, the study is credible, accurate, and reliable. It meets the CASP and JBI criteria, has credible and reliable authors, has published incredible and reliable journals, and follows appropriate research methodologies. The findings indicate that the VR is more interactive for the older people eradicating self-isolation and giving them room to meet their desires which is healthy in life. The residents enjoy using VR and would want to keep using them as a way of interacting in the virtual world. However, from the result, measures to improve the usability technicalities need to be addressed before allowing the participants to enter the VR, like thorough training and consistent support to improve their usability. Therefore, the article is essential and can help improve the practice, policies, and future research on providing adequate care for older patients in residential facilities.
References
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