# An Immersive Virtual Reality Room to Enhance Positive Affect and Engagement in Nursing Home Residents with Neurocognitive and Psychological Disorders: A Feasibility Study

**Authors:** Malgorzata Klass, Frédérick Dandler, Yaëlle Ducommun, Michel Hanset, Laurence Ruscart, Jean-Christophe Bier, Sandra De Breucker, Jennifer Foucart

PMC · DOI: 10.3390/healthcare14050588 · Healthcare · 2026-02-26

## TL;DR

An immersive VR room was found to be well-tolerated and improved mood and engagement in nursing home residents with cognitive and psychological disorders.

## Contribution

This study introduces an immersive VR room as a novel, multi-user, non-pharmacological intervention for nursing home residents.

## Key findings

- VR room sessions improved short-term positive affect and were well-tolerated by participants.
- Participants reported enjoying the realistic and aesthetically pleasing VR environments, which evoked personal memories.
- The VR room fostered shared experiences and active engagement with caregivers.

## Abstract

What are the main findings?
Immersive VR room sessions were well tolerated, improved short-term positive affect, and fostered shared experiences and active engagement.Participants’ feedback highlighted the enjoyable, relaxing VR experience, noting the realism and aesthetics of the environments, which allowed them to travel virtually, reminisce about personal memories and experiences, and share these with the accompanying person.

Immersive VR room sessions were well tolerated, improved short-term positive affect, and fostered shared experiences and active engagement.

Participants’ feedback highlighted the enjoyable, relaxing VR experience, noting the realism and aesthetics of the environments, which allowed them to travel virtually, reminisce about personal memories and experiences, and share these with the accompanying person.

What are the implications of the main findings
The improvements introduced by the VR room align with recommendations for the development of immersive technologies for nursing home residents by providing realistic, nature-inspired environments, enhancing ease of use and interactivity, and enabling a multi-user experience that supports social interaction.By offering an emotionally positive and engaging experience, opportunities for meaningful social interaction, and greater freedom of movement than VR headsets, the VR room could represent an innovative tool for improving mood and supporting the development of novel cognitive interventions. However, further research is required to substantiate these potential benefits.

The improvements introduced by the VR room align with recommendations for the development of immersive technologies for nursing home residents by providing realistic, nature-inspired environments, enhancing ease of use and interactivity, and enabling a multi-user experience that supports social interaction.

By offering an emotionally positive and engaging experience, opportunities for meaningful social interaction, and greater freedom of movement than VR headsets, the VR room could represent an innovative tool for improving mood and supporting the development of novel cognitive interventions. However, further research is required to substantiate these potential benefits.

Background/Objectives: Older adults with neurocognitive and psychological disorders are often institutionalized in nursing homes, which negatively affects well-being and mood, and may accelerate cognitive decline. Immersive virtual reality (VR) is a promising non-pharmacological countermeasure, but VR-headset discomfort limits its usability in this population. Therefore, this study examined the tolerability and feasibility of an immersive VR room, which provides customizable interactive environments projected across four walls at 360° and enables shared experiences, to enhance positive affect and engagement in nursing home residents. Methods: Twenty nursing home residents were initially enrolled, and nineteen completed five 10 min sessions in the immersive VR room accompanied by a caregiver. State positive and negative effects were assessed using the visual analogue scale (VAS) and the Observed Emotion Rating Scale (OERS), and participants’ verbal feedback was collected during and after the sessions. Results: VAS scores indicated that VR room immersion was feasible and well-tolerated, with most participants feeling secure and experiencing increased positive affect during and just after the sessions. OERS scores and observations revealed frequent expressions of pleasure, interest, and active engagement with both the VR environments and the caregiver. Participants’ reports valued the enjoyable and relaxing experience provided by immersion in the VR room, noting the realism and aesthetics of the environments and nature-related elements, which allowed them to travel virtually and evoke personal memories. Conclusions: Immersive VR room sessions were well tolerated, enhanced positive affect, and may support cognitive functioning by fostering active engagement and social interaction. Given that this is a feasibility study with a small cohort and short follow-up, the present findings should be considered preliminary and confirmed in larger, controlled, longer-term studies.

## Full-text entities

- **Diseases:** Neurocognitive and Psychological Disorders (MESH:D000067073), cognitive decline (MESH:D003072)

## Full text

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## Figures

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## References

70 references — full list in the complete paper: https://tomesphere.com/paper/PMC12984680/full.md

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Source: https://tomesphere.com/paper/PMC12984680