Virtual Reality and Technologies for Elderly
- Conditions
- Aging Well
- Interventions
- Device: Virtual reality games
- 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
- RECRUITING
- Sex
- All
- Target Recruitment
- 50
- Be 50 years old or older
- 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
- Arm && Interventions
Group Intervention Description Multiplayer then individual games Virtual reality games Participants of this group will conduct the sessions in the following order : Focus group about multiplayer virtual reality games then Focus group about individual virtual reality games. Individual then multiplayer games Virtual reality games Participants of this group will conduct the sessions in the following order : Focus group about individual virtual reality games then Focus group about multiplayer virtual reality games.
- Primary Outcome Measures
Name Time Method Acceptability of immersive technologies Immediately after the intervention Intention to use with one open question during the focus group.
Perception of immersive technologies experience Immediately after the intervention Satisfaction with the trials, challenges encountered measured with 4 open questions during the focus group
Integration of virtual reality Immediately after the intervention Integration factors in daily life, usefulness for the intergenerational link, barriers to integration with 3 open questions during the focus group.
- Secondary Outcome Measures
Name Time Method Change in interest in immersive activities Baseline and immediately after the intervention Total score for 13 questions with 3 point scale (low, medium, high respectively scored 1,2,3)
Trial Locations
- Locations (1)
TOPMED
🇨🇦Quebec, Canada