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The Use of Virtual Reality (VR) and the Change in Emotion in Hong Kong Elders

Not Applicable
Completed
Conditions
Emotions
Virtual Reality
Interventions
Behavioral: Inter-generation interaction
Device: 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
Inclusion Criteria
  • Native Cantonese Speaker
Exclusion Criteria

Study & Design

Study Type
INTERVENTIONAL
Study Design
CROSSOVER
Arm && Interventions
GroupInterventionDescription
Inter-generation interactionInter-generation interactionElders-teenager interaction
Vitural RealityVirtual RealityVirtual Reality 3D glass
Primary Outcome Measures
NameTimeMethod
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
NameTimeMethod
Simulator Sickness QuestionnaireMajor 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

🇭🇰

Hong Kong, HK, Hong Kong

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