MedPath

Virtual Reality and Technologies for Elderly

Not Applicable
Recruiting
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
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
Arm && Interventions
GroupInterventionDescription
Multiplayer then individual gamesVirtual reality gamesParticipants 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 gamesVirtual reality gamesParticipants 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
NameTimeMethod
Acceptability of immersive technologiesImmediately after the intervention

Intention to use with one open question during the focus group.

Perception of immersive technologies experienceImmediately after the intervention

Satisfaction with the trials, challenges encountered measured with 4 open questions during the focus group

Integration of virtual realityImmediately 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
NameTimeMethod
Change in interest in immersive activitiesBaseline 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

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