{"id":{"repo_id":"brock","oai_identifier":"oai:brocku.scholaris.ca:10464/20295"},"canonical_url":"https://search.dev.ndltd.org/etd/brock/oai:brocku.scholaris.ca:10464/20295","repository":{"repo_id":"brock","name":"Brock University","base_url":"https://brocku.scholaris.ca/server/oai/request"},"display":{"title":"Exploring The Feasibility of Introducing Immersive Virtual Reality for Recreation in Long-Term Care: A Qualitative Study","abstract":"Virtual Reality (VR) technologies present a promising approach for promoting health and well-being among older adults facing issues related to social isolation, physical/mental health conditions, constrained mobility and/or pain. However, limited research exists regarding the feasibility of introducing recreational VR-based programming in publicly funded LTC homes, without external assistance. This research aimed to explore the feasibility of Rendever VR programming in Niagara Region (NR) long-term care (LTC) homes through the exploration of facilitators and barriers to implementation and impact of recreational VR on engagement, emotional well-being, and social well-being of older adults. The study employed a qualitative descriptive methodology. Data were collected through semi-structured interviews with eleven NR staff and seven Rapelje Lodge residents and a review of key documents. The study was guided by the Consolidated Framework for Implementation Research (CFIR). Qualitative content analysis was employed to identify themes. Results indicated six facilitators to implementation related to the perceived benefits of VR, design of Rendever, organizational partnerships and knowledge-sharing approaches, organizational practices, available resources, and staff autonomy and expertise, while barriers included concerns related to VR use, technological limitations, and lack of evaluation metrics. Findings further highlighted four themes related to the impact of recreational VR on older adults, including triggering sensations and emotions, promoting engagement, facilitating conversation, and insufficient exposure to VR to have a significant impact on resident engagement and well-being. Findings indicate that Rendever VR is a high-quality and compatible innovation for supporting engagement, emotional well-being, and social well-being of residents in LTC; however, site-specific factors significantly limit long-term impacts and feasibility. As such, the use of evidence-based frameworks such as the CFIR is highly recommended for successful implementation. Future research should investigate effectiveness over time using standardized outcome measures and a larger sample size, the impact of VR as a targeted program for younger residents who are physically disabled but cognitively well, and the cost-effectiveness of VR implementation in LTC homes.","abstract_html":"Virtual Reality (VR) technologies present a promising approach for promoting health and well-being among older adults facing issues related to social isolation, physical/mental health conditions, constrained mobility and/or pain. However, limited research exists regarding the feasibility of introducing recreational VR-based programming in publicly funded LTC homes, without external assistance. This research aimed to explore the feasibility of Rendever VR programming in Niagara Region (NR) long-term care (LTC) homes through the exploration of facilitators and barriers to implementation and impact of recreational VR on engagement, emotional well-being, and social well-being of older adults. The study employed a qualitative descriptive methodology. Data were collected through semi-structured interviews with eleven NR staff and seven Rapelje Lodge residents and a review of key documents. The study was guided by the Consolidated Framework for Implementation Research (CFIR). Qualitative content analysis was employed to identify themes. Results indicated six facilitators to implementation related to the perceived benefits of VR, design of Rendever, organizational partnerships and knowledge-sharing approaches, organizational practices, available resources, and staff autonomy and expertise, while barriers included concerns related to VR use, technological limitations, and lack of evaluation metrics. Findings further highlighted four themes related to the impact of recreational VR on older adults, including triggering sensations and emotions, promoting engagement, facilitating conversation, and insufficient exposure to VR to have a significant impact on resident engagement and well-being. Findings indicate that Rendever VR is a high-quality and compatible innovation for supporting engagement, emotional well-being, and social well-being of residents in LTC; however, site-specific factors significantly limit long-term impacts and feasibility. As such, the use of evidence-based frameworks such as the CFIR is highly recommended for successful implementation. Future research should investigate effectiveness over time using standardized outcome measures and a larger sample size, the impact of VR as a targeted program for younger residents who are physically disabled but cognitively well, and the cost-effectiveness of VR implementation in LTC homes.","abstract_has_math":false,"creators":["Mechelse, Hannah"],"institution":"Brock University","degree_name":"M.Sc. Applied Health Sciences","degree_level":"Master","degree_discipline":"Faculty of Applied Health Sciences","degree_department":"Applied Health Sciences Program","school":null,"contributors":[],"advisors":["Khowaja, Asif"],"committee_chairs":[],"committee_members":[],"year":2026,"date_issued":"2026","date_published":"2026","updated_at":"2026-07-24T01:23:21Z","subjects":["INTERDISCIPLINARY RESEARCH AREAS::Older people and ageing","INTERDISCIPLINARY RESEARCH AREAS::Technology and social change","INTERDISCIPLINARY RESEARCH AREAS::Health and medical services in society"],"languages":["en"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://hdl.handle.net/10464/20295","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Khowaja, Asif"]},{"key":"dc:contributor.department","label":"Department","values":["Applied Health Sciences Program"]},{"key":"dc:creator","label":"Author","values":["Mechelse, Hannah"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2026-05-12T18:12:20Z"]},{"key":"dc:date.issued","label":"Date","values":["2026"]},{"key":"dc:publisher","label":"Institution","values":["Brock University"]},{"key":"dc:type","label":"Dc Type","values":["Electronic Thesis or Dissertation"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Faculty of Applied Health Sciences"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Master"]},{"key":"thesis:degree_name","label":"Degree Name","values":["M.Sc. 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However, limited research exists regarding the feasibility of introducing recreational VR-based programming in publicly funded LTC homes, without external assistance. This research aimed to explore the feasibility of Rendever VR programming in Niagara Region (NR) long-term care (LTC) homes through the exploration of facilitators and barriers to implementation and impact of recreational VR on engagement, emotional well-being, and social well-being of older adults. The study employed a qualitative descriptive methodology. Data were collected through semi-structured interviews with eleven NR staff and seven Rapelje Lodge residents and a review of key documents. The study was guided by the Consolidated Framework for Implementation Research (CFIR). Qualitative content analysis was employed to identify themes. Results indicated six facilitators to implementation related to the perceived benefits of VR, design of Rendever, organizational partnerships and knowledge-sharing approaches, organizational practices, available resources, and staff autonomy and expertise, while barriers included concerns related to VR use, technological limitations, and lack of evaluation metrics. Findings further highlighted four themes related to the impact of recreational VR on older adults, including triggering sensations and emotions, promoting engagement, facilitating conversation, and insufficient exposure to VR to have a significant impact on resident engagement and well-being. Findings indicate that Rendever VR is a high-quality and compatible innovation for supporting engagement, emotional well-being, and social well-being of residents in LTC; however, site-specific factors significantly limit long-term impacts and feasibility. As such, the use of evidence-based frameworks such as the CFIR is highly recommended for successful implementation. Future research should investigate effectiveness over time using standardized outcome measures and a larger sample size, the impact of VR as a targeted program for younger residents who are physically disabled but cognitively well, and the cost-effectiveness of VR implementation in LTC homes."]},{"key":"dc:title","label":"Title","values":["Exploring The Feasibility of Introducing Immersive Virtual Reality for Recreation in Long-Term Care: A Qualitative Study"]}]}],"canonical_facts":{"dc:contributor.advisor":["Khowaja, Asif"],"dc:contributor.department":["Applied Health Sciences Program"],"dc:creator":["Mechelse, Hannah"],"dc:date.accessioned":["2026-05-12T18:12:20Z"],"dc:date.issued":["2026"],"dc:description.abstract":["Virtual Reality (VR) technologies present a promising approach for promoting health and well-being among older adults facing issues related to social isolation, physical/mental health conditions, constrained mobility and/or pain. However, limited research exists regarding the feasibility of introducing recreational VR-based programming in publicly funded LTC homes, without external assistance. This research aimed to explore the feasibility of Rendever VR programming in Niagara Region (NR) long-term care (LTC) homes through the exploration of facilitators and barriers to implementation and impact of recreational VR on engagement, emotional well-being, and social well-being of older adults. The study employed a qualitative descriptive methodology. Data were collected through semi-structured interviews with eleven NR staff and seven Rapelje Lodge residents and a review of key documents. The study was guided by the Consolidated Framework for Implementation Research (CFIR). Qualitative content analysis was employed to identify themes. Results indicated six facilitators to implementation related to the perceived benefits of VR, design of Rendever, organizational partnerships and knowledge-sharing approaches, organizational practices, available resources, and staff autonomy and expertise, while barriers included concerns related to VR use, technological limitations, and lack of evaluation metrics. Findings further highlighted four themes related to the impact of recreational VR on older adults, including triggering sensations and emotions, promoting engagement, facilitating conversation, and insufficient exposure to VR to have a significant impact on resident engagement and well-being. Findings indicate that Rendever VR is a high-quality and compatible innovation for supporting engagement, emotional well-being, and social well-being of residents in LTC; however, site-specific factors significantly limit long-term impacts and feasibility. As such, the use of evidence-based frameworks such as the CFIR is highly recommended for successful implementation. Future research should investigate effectiveness over time using standardized outcome measures and a larger sample size, the impact of VR as a targeted program for younger residents who are physically disabled but cognitively well, and the cost-effectiveness of VR implementation in LTC homes."],"dc:identifier.uri":["https://hdl.handle.net/10464/20295"],"dc:language.iso":["en"],"dc:publisher":["Brock University"],"dc:subject":["INTERDISCIPLINARY RESEARCH AREAS::Older people and ageing","INTERDISCIPLINARY RESEARCH AREAS::Technology and social change","INTERDISCIPLINARY RESEARCH AREAS::Health and medical services in society"],"dc:title":["Exploring The Feasibility of Introducing Immersive Virtual Reality for Recreation in Long-Term Care: A Qualitative Study"],"dc:type":["Electronic Thesis or Dissertation"],"thesis:degree_discipline":["Faculty of Applied Health Sciences"],"thesis:degree_level":["Master"],"thesis:degree_name":["M.Sc. Applied Health Sciences"]},"updated_at":"2026-07-24T01:23:21Z"}