MedPath

Immersive Technology and Virtual Reality as a Health Support Tool in a Residence for the Elderly

Not Applicable
Recruiting
Conditions
Aging Well
Interventions
Other: Collective assistance Virtual reality training sessions
Other: Individual assistance Virtual reality training sessions
Registration Number
NCT06117319
Lead Sponsor
TOPMED
Brief Summary

The purpose of this clinical trial is to learn more about the potential for using virtual reality in older adults living in residences for elderly to maintain health (physical activity, cognitive activity, social behaviors). The main questions it aims to answer are:

* To what extent can virtual reality be a tool to support health in older adults?

* What are the support needs of older adults in learning to use this immersive technology?

Participants are invited to complete 5 training sessions on the use of a virtual reality headset. At the beginning and end of each session, participants will complete a questionnaire on their perception of their experience. During the sessions, the participants are asked to test games that mobilize the upper limbs. Two learning modalities are set up in two separate groups. These modalities aim to test two different support formulas in order to compare the support needs of the elderly in the use and integration of virtual reality to support the activities and health of this population.

Detailed Description

Not available

Recruitment & Eligibility

Status
RECRUITING
Sex
All
Target Recruitment
48
Inclusion Criteria
  • Independent person living in the sponsor's retirement home
Exclusion Criteria
  • Having a pacemaker
  • Being at risk for epilepsy

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Collective assistanceCollective assistance Virtual reality training sessions4 sessions with collective assistance and 1 session with individual assistance (session 5) The Virtual Reality (VR) activity will take the form of five (5) training sessions. * Session 1: Basics of VR. * Session 2: 1-multiplayer game mode. * Session 3: Playing with a library. Browsing a library * Session 4: 2-individual game mode. * Session 5: Game practice. For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls.
Individual assistanceIndividual assistance Virtual reality training sessions5 sessions with individual assistance The Virtual Reality (VR) activity will take the form of five (5) training sessions. * Session 1: Basics of VR. * Session 2: 1-multiplayer game mode. * Session 3: Playing with a library. Browsing a library * Session 4: 2-individual game mode. * Session 5: Game practice. For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls.
Primary Outcome Measures
NameTimeMethod
Learning of virtual reality tasksDuring each 45 minutes intervention session, up to 6 weeks

Total score on 43 different tasks using a 5 point scale for each task(impossible, help, delay, alone, direct scored from 0 to 4 respectively) .

EaseImmediately after each 45 minutes intervention session, up to 6 weeks

measurement of the perception of ease using a 5 point scale (higher score means higher ease during the session)

Sense of control: measurement of the participants' sense of control using a scale from 1 to 5Immediately after each 45 minutes intervention session, up to 6 weeks

measurement of the perception of sense of control using a 5 point scale (higher score means higher sens of control during the session)

Satisfaction with supervisionImmediately after each 45 minutes intervention session, up to 6 weeks

measurement of the perception of satisfaction using a 5 point scale (higher score means higher satisfaction during the session)

Secondary Outcome Measures
NameTimeMethod
Stress Level at the start of the sessionImmediately before each 45 minutes intervention session, up to 6 weeks

measurement of the participants' stress level using a scale from 1 to 5 (higher score means higher stress during the session)

Desire to play virtual reality gamesImmediately before and after each 45 minutes intervention session, up to 6 weeks

measurement of the participants' desire to play using an opening question

Trial Locations

Locations (1)

Edith Martin

🇨🇦

Quebec, Canada

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