The Use of Virtual Reality (VR) and the Change in Emotion in Hong Kong Elders
- Conditions
- EmotionsVirtual Reality
- Interventions
- Behavioral: Inter-generation interactionDevice: Virtual Reality
- Registration Number
- NCT03799042
- Lead Sponsor
- Chinese University of Hong Kong
- Brief Summary
Virtual Reality (VR) is a technology that combines virtual technology and real-world scenario. In recent years, more and more neuroscience and psychology scientists utilised VR technology in their research. In Hong Kong, many of the community-dwelling elders are immobile. Long-term homestay may negatively affect the emotional state. Measuring the emotional change after administration of VR may prove it as an alternative tool for emotion intervention.
The primary objective is to compare the improvement in the emotional changes between intergeneration interaction and the use of VR technology.
The secondary objective is to evaluate the side effect after using VR technology.
This is a randomized, open label-controlled trial with a crossover design. The subject will be randomized in a ratio of 1:1 into two different intervention groups, the VR group and the Intergeneration Interaction group. After 2 weeks of washout period, the VR group will receive Intergeneration Interaction and vice versa. The intervention phases last approximately 2 hours. The change in the emotional state will be assessed using the Positive and Negative Affect Scale. Any adverse event that causes by the VR will be recorded using the Simulator Sickness Questionnaire(SSQ).
This trial is the first study in Hong Kong to investigate the change of emotional state after the administration of VR technology, targeting community-dwelling elders in Hong Kong.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 236
- Native Cantonese Speaker
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- CROSSOVER
- Arm && Interventions
Group Intervention Description Inter-generation interaction Inter-generation interaction Elders-teenager interaction Vitural Reality Virtual Reality Virtual Reality 3D glass
- Primary Outcome Measures
Name Time Method Positive and Negative Affect Schedule (PANAS) Major assessment points are scheduled prior to intervention(baseline), post intervention of the first visit (approximate 2 hours after baseline), and post intervention of the second visit (2 weeks after first intervention.) Measure the difference in mean score between the two intervention groups. The Positive and Negative Affect Schedule (PANAS) is consist of 20 emotions. Positive Affect Score consists of 10 positive emotions, while Negative Affect Score consists of 10 negative emotions. Positive Affect Score ranges from 10 to 50, a score of 30 indicates a higher level of positive emotion. Negative Affect Score ranges from 10 to 50, a score of 15 indicates a higher level of negative emotion. Total PANAS score is 100, added up by both Positive Affect Score and Negative Affect Score.
- Secondary Outcome Measures
Name Time Method Simulator Sickness Questionnaire Major assessment points are scheduled prior, post-intervention of first visit (approximate two hours after baseline) Measure the changes from baseline to first intervention
Positive and Negative Affect Schedule (PANAS) Major assessment points are scheduled prior, post-intervention of first visit (approximate two hours after baseline) Measure the changes from baseline to first intervention
Trial Locations
- Locations (1)
Caritas Elderly Centre - Sai Kung
ðŸ‡ðŸ‡°Hong Kong, HK, Hong Kong