Degree

Doctor of Philosophy (PhD)

Department

Psychology

Document Type

Dissertation

Abstract

The majority of psychological research has followed a disease model focusing on how we reduce factors associated with psychopathology. In the last few decades there has been a push to explore positive psychological traits as an avenue for intervention by fostering traits we already possess. Most of these interventions have targeted mental health across the life span with fewer examining their efficacy on cognitive change with even fewer utilizing immersive technologies like virtual reality. By 2050 over 20% of the world’s population will be over the age of 60 and with this aging population rates of neurocognitive disorders will increase. This makes developing new types of interventions targeting cognitive changes even more important. The present study sought to examine if a novel immersive virtual reality (VR) intervention aimed at increasing the well-being of older adults might increase cognitive abilities and overall mood. Qualitative analysis was completed to better understand participants’ reactions to using immersive technology such as virtual reality. A total of 48 participants completed a battery of pencil and paper cognitive performance tests and self-report measures of mood and a subset of participants (n = 25) completed up to six sessions of the virtual reality intervention. Although mood and cognition were not affected by the VR, those who completed the sessions of VR experienced changes in affect after sessions, specifically higher happiness and energy and lower tiredness and confusion. Qualitative analyses showed that all the residents who participated in the intervention enjoyed exploring environments the VR. Implications for future work are discussed.

Date

5-30-2025

Committee Chair

Matthew Calamia

DOI

10.31390/gradschool_dissertations.6821

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