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가상현실 체험이 노인의 우울과 기분상태에 미치는 영향 분석

An Analysis of the Effects of Virtual Reality Experiences on Depression and Mood States in Elderly People

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This study analyzed the effects of CheerU VR, a virtual reality-based therapeutic program, on the mood states (POMS: Profile of Mood States) and depression levels (GDS-K: Geriatric Depression Scale in Korean) of elderly individuals. The evaluation utilized the Oculus Quest 2 and the CheerU VR program. Also, Participants included elderly people (n=20) and elderly people with clinically diagnosed depression (n=18). The experiment was conducted for approximately 1 month in July 2024, with POMS and GDS-K administered before & after the VR program experience. The statistical analysis included Independent Sample t-test and Two-way Repeated Measures ANOVA. Analysis of the results revealed that both the elderly and depressed elderly groups experienced a reduction in negative mood states and depression after the VR experience. Specifically, POMS subfactors showed statistically significance improvements (p<.05) in Vigor, Tension, Depression, Anger, Confusion and TMDS (Total Mood Disturbance Score), as well as GDS-K subfactors exhibited statistically significance improvements (p<.05) in Lack of Vigor, Negative Cognition, Social Withdrawal & Anxiety and TS (Total Score). Although the depressed elderly group maintained relatively higher negative affect after the experience, positive responses were observed in some factors, such as social anxiety. This study suggests that VR technology can be an effective intervention tool for promoting psychological well-being in the elderly people. In particular, it demonstrates the potential of VR-based therapeutic content as a supportive resource for vulnerable populations.

Abstract

This study analyzed the effects of CheerU VR, a virtual reality-based therapeutic program, on the mood states (POMS: Profile of Mood States) and depression levels (GDS-K: Geriatric Depression Scale in Korean) of elderly individuals. The evaluation utilized the Oculus Quest 2 and the CheerU VR program. Also, Participants included elderly people (n=20) and elderly people with clinically diagnosed depression (n=18). The experiment was conducted for approximately 1 month in July 2024, with POMS and GDS-K administered before & after the VR program experience. The statistical analysis included Independent Sample t-test and Two-way Repeated Measures ANOVA. Analysis of the results revealed that both the elderly and depressed elderly groups experienced a reduction in negative mood states and depression after the VR experience. Specifically, POMS subfactors showed statistically significance improvements (p<.05) in Vigor, Tension, Depression, Anger, Confusion and TMDS (Total Mood Disturbance Score), as well as GDS-K subfactors exhibited statistically significance improvements (p<.05) in Lack of Vigor, Negative Cognition, Social Withdrawal & Anxiety and TS (Total Score). Although the depressed elderly group maintained relatively higher negative affect after the experience, positive responses were observed in some factors, such as social anxiety. This study suggests that VR technology can be an effective intervention tool for promoting psychological well-being in the elderly people. In particular, it demonstrates the potential of VR-based therapeutic content as a supportive resource for vulnerable populations.

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