MedPath

Virtual Reality and Technologies for Elderly

Not Applicable
Completed
Conditions
Aging Well
Registration Number
NCT06076148
Lead Sponsor
TOPMED
Brief Summary

The objective of this clinical trial is to understand the determinants and opportunities for acceptance of immersive technologies to support physical, cognitive, and social health and the possibilities for "aging well" among the new generation of older adults. The main questions it aims to answer are:

* What are the needs and expectations in terms of immersive activities and intervention methods according to age?

* Do different game modes influence the needs and expectations in immersive activities of this population? 50 participants will be asked to complete a preliminary questionnaire about their activity habits and preferences. They will then be invited to participate in individual or multiplayer virtual reality game trials, a post-trial discussion about their experience and a questionnaire completion.

Detailed Description

Not available

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
7
Inclusion Criteria
  • Be 50 years old or older
Exclusion Criteria
  • Having functional limitations
  • Having cognitive impairments
  • Being at risk of epilepsy
  • Not being autonomus
  • Having a pacemaker

Study & Design

Study Type
INTERVENTIONAL
Study Design
CROSSOVER
Primary Outcome Measures
NameTimeMethod
Perception of Immersive Technologies ExperienceImmediately after each intervention (Week 1, Week 2)

4 open questions were asked during the focus group about satisfaction with the trials. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for two themes: appreciated items(things that the participants liked during the games), less appreciated items (things that the participants didn't like during the games).

Integration of Virtual RealityImmediately after each intervention (Week 1, Week 2)

3 open questions were asked during the focus group about intergration of virtual reality(VR) in the daily lives of the participants. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for two themes: obstacles(factors that make the integration of VR harder in the participant's life), facilitating factors(factors that make the integration of VR easier in the participant's life), .

Acceptability of Immersive TechnologiesImmediately after each intervention (Week 1, Week 2)

1 open question was asked during the focus group about intention to use virtual reality(VR) in the daily lives of the participants. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for one theme: use case of VR items(ways of using VR in the participants daily lives).

Change From Baseline in Interest in Immersive ActivitiesBaseline and immediately after each intervention (Week 1, Week 2)

Change from baseline in total score for 13 questions with 3 point scale (low, medium, high respectively scored 1,2,3). Minimum=13(low interest); Maximum=39(High interest);

Secondary Outcome Measures
NameTimeMethod

Trial Locations

Locations (1)

TOPMED

🇨🇦

Quebec, Canada

TOPMED
🇨🇦Quebec, Canada
Edith Martin
Contact
4187801301
emartin@topmed.ca

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