Effect of immersive virtual reality reminiscence versus traditional reminiscence on social well-being among older adults in eldercare centres in Singapore: A randomized controlled trial protocol
Kelvin Cheng Kian TAN, Kenny Tan, Alan Wong, Lee Jinq Yi, Ivy Chia, Yihong Gan
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AbstractBackground: Singapore’s population is rapidly aging. By 2026, the nation will be “super-aged” with over 1 in 5 citizens ≥65 years old, with this ratio increasing to 1 in 4 (approximately 1 million residents) by 2030. Loneliness and social isolation are prevalent among older adults, and are linked to depression, cognitive decline, and poorer physical health. A 2021 survey found nearly 1 in 3 Singapore older persons (aged ≥60) feel lonely most of the time and global statistics indicate an estimated one in four older persons experience loneliness. Reminiscence therapy – the guided recall of past events and experiences – is a popular psychosocial intervention that can improve older adults’ well-being. Traditional reminiscence utilizes stimuli like photographs, music, or personal mementos. Emerging technology such as immersive virtual reality (VR) offers a novel medium for reminiscence by vividly recreating places and experiences, potentially enhancing engagement and emotional impact. VR-based reminiscence has shown promise in improving mood, reducing isolation, and stimulating memories in older adults (Syed-Abdul et al., 2019). However, the role of fully immersive VR in reminiscence interventions remains nascent; few rigorous studies have evaluated its effects on healthy older persons’ psychosocial outcomes. To date, no structured RCT research in Singapore has examined the use of VR in reminiscence, making this the first local study to do so.
Objective: This protocol aims to evaluate the efficacy of immersive VR reminiscence therapy in enhancing psychosocial well-being among community-dwelling older adults in Singapore, compared to traditional reminiscence using photos/videos. The primary objectives are to evaluate the impact of VR on quality of life, subjective happiness, and loneliness., and to examine older adults’ technology acceptance of VR using the Senior Technology Acceptance Model (STAM). A secondary objective aims to explore participants’ experiences in the use of VR and any practical or ethical considerations in implementing VR for older persons.
Methods: The study will involve a two-arm randomized controlled trial with 60 older adults (≥60 years) recruited from elder care centers. Participants will be randomly assigned (1:1) to an intervention group (VR reminiscence therapy) or a control group (traditional reminiscence with equivalent content in 2D). Both groups will undergo four weekly reminiscence sessions guided by a trained facilitator, each built around a specific theme and content module. VR sessions will include the use of an immersive headset to present 360° video or virtual environments tailored to reminiscence themes (e.g., visiting a local heritage site or a past travel destination), followed by guided group discussions. Control sessions will involve similar themes and facilitator prompts but use photos, videos or music on a TV/tablet (2D format) instead. Outcome measures will be administered at baseline (pre-intervention) and post-intervention. The key measurements include the Older People’s Quality of Life questionnaire (OPQOL-brief) for quality of life, the Subjective Happiness Scale, and the UCLA Loneliness Scale. Technology acceptance will be measured via a 14-item Senior Technology Acceptance Model (STAM) questionnaire adapted for VR (Shin et al., 2023). Additional measures include demographic and health information, and session feedback. All participants will provide informed consent, and ethical approval has been obtained from the institutional review board. Quantitative data will be collected via interviewer-administered surveys, and qualitative observations or interviews will be conducted to capture participants’ experiences with the VR intervention.
Results: The primary outcomes (quality of life, happiness, loneliness) and technology acceptance scores will be compared between the VR and control groups after the intervention. We hypothesize that the VR group will show greater improvements in psychosocial well-being than the control group, and that older adults will report high acceptance of the VR technology (e.g. perceiving it as useful and not overly difficult to use). No interim analyses are planned. As this is a protocol paper, the results are not presented at this stage.
Conclusions: This study will inform if immersive VR reminiscence can enhance older adults’ well-being beyond conventional reminiscence approaches, and if VR could become a valuable tool for active aging initiatives, reducing loneliness and improving quality of life for older persons in Singapore (Syed-Abdul et al., 2019). The findings will also inform gerontechnology acceptance theory by applying the STAM to immersive VR: identifying factors that facilitate or hinder older persons’ adoption of VR for therapy. By outlining detailed session designs and ethical safeguards, this protocol aims to guide safe and meaningful implementation of VR reminiscence in eldercare settings. Ultimately, this pioneering local study can provide evidence to policymakers and practitioners on integrating immersive media into psychosocial care for the aging population and pave the way for larger-scale trials and innovation in reminiscence therapy.Keywords: virtual reality, reminiscence therapy, older adults, loneliness, quality of life, technology acceptance, Singapore
Kelvin Cheng Kian TAN, Kenny Tan, Alan Wong, Lee Jinq Yi, Ivy Chia, Yihong Gan (2026). Effect of immersive virtual reality reminiscence versus traditional reminiscence on social well-being among older adults in eldercare centres in Singapore: A randomized controlled trial protocol. Gerontechnology, 25(1), 1-12
https://doi.org/10.4017/gt.2026.25.1.1251.4