Methods: The current study conducted a mixed-methods design investigating the acceptability and effectiveness of the program through the qualitative and quantitative data from a nonprofit organization that provides multi-faceted services for informal caregivers. This organization developed a program that employed VR technology for dementia caregiver education by simulating the experience of the early, middle, and late stages of people with Alzheimer’s disease in order to improve dementia caregivers’ attitudes towards dementia. The study included qualitative interviews with 6 informal caregivers using a semi-structured interview guide. The study also used a pretest/posttest design to measure their changed perceptions toward dementia using the Approaches towards Dementia Questionnaire (ADQ) (Woods, 2000) which was administered to 21 informal caregivers before and after using the VR simulation. Qualitative data were analyzed to understand the acceptability of the VR simulation among informal caregivers. Paired t-tests were conducted to compare the change of attitudes after the VR simulation intervention.
Results: The qualitative results indicated that the VR simulation was a feasible and acceptable intervention to improve caregivers’ attitudes and empathy for people with dementia. While quantitative results showed the mean posttest ADQ score was 0.4 higher than the pretest after the completion of the VR simulation, the change was not statistically significant in this sample (p >0.05).
Discussion: In this pilot study, the acceptability and effectiveness of VR simulation intervention for informal caregivers were evaluated. While the findings showed that the VR simulation is a user-friendly intervention and can help informal caregivers better understand the experience of people with dementia, quantitative findings did not support the VR simulation as an effective intervention to improve informal caregivers’ attitudes. This could be due to several factors, such as the small sample size of the study, the sensitivity of the measurement tool, and the ceiling effect. As aging service providers are increasingly using VR simulations, we need to conduct further studies with larger sample sizes to evaluate if and how these simulations can best be used as an intervention.