Video: Enriching the lives of people in care with VR

John had always wanted to visit the Northern Lights with his wife Margaret, but never got the chance.

Inside Aging wants to share the stories behind the winners of the Future of Aging Awards, including updates on the use and results achieved in the context of aged care. SilVR Adventures won the Technology (Health and Wellbeing) category in the Future of Aging Awards 2020.

SilVR Adventures enriches the quality of life for older adults with meaningful experiences that bring joy through virtual reality – helping to overcome social isolation and loneliness.

The company started in 2019, and research around this time suggested that half of our elderly had feelings of isolation, loneliness and depression. The arrival of COVID in early 2020 and the introduction of lockdowns only exacerbated this further.

VR has many applications in healthcare settings, from supporting activities that delay the onset of dementia, to building stronger bonds between participants through shared experiences.

Cost-effective, easy to implement and maintain, the VR-based enrichment experience has already delighted thousands of older adults in Australia and New Zealand.

An extensive library of VR content is available, including wonderful adventures such as taking part in a safari in Africa, visiting the Sistine Chapel or traveling to some of the world’s greatest cities.

The platform can accommodate up to 40x participants in a session and can be configured to allow people to join from multiple locations – ideal for aged care providers who may want to provide an experience for residents in multiple locations.

New: personalized VR experiences

SilVR Adventures’ most recent offering is Personal VR Spaces, where the experience is tailored to the identity of the participants – allowing people to reminisce, share and enjoy experiences that are truly meaningful to them.

With a third of Australian seniors from culturally and linguistically diverse backgrounds, the service is proving popular for engaging this group through, say, a VR trip to one’s native country. | [email protected]

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