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临床试验/NCT02798081
NCT02798081已完成不适用

Virtual Reality Games for Elderly Socialization

Faculdade de Medicina do ABC2 个研究点 分布在 1 个国家目标入组 52 人开始时间: 2016年8月最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
已完成
入组人数
52
试验地点
2
主要终点
Socialization assessed by SELSA-S

研究概览

简要总结

A minimum of 23 people aged 60 years and older, of both sexes, from an informatics course for beginners will participate in the study. The evaluation will consist mainly in answering two validated questionnaires on socialization, the short Social and Emotional Loneliness Scale for Adults (SELSA-S) and short-form UCLA Loneliness Scale (ULS-6). Reaction time and performance will also be measured by three virtual reality games, namely Reaction Time, Random and Moviletrando. All this evaluation will be repeated in three moments: T0 - at baseline; T1 - after 8 conventional informatics classes and; T2 - after 8 informatics classes which includes 15 minutes for practicing virtual reality games.

详细描述

Background: The use of new Technologies, such as the resources of augmentative and alternative communication (AAC), appears as a valuable tool to promote socialization in many groups of people. Serious games with virtual reality are an example of these resources and might bring benefits also to the elderly population, allowing an enjoyable and safe interaction that uses various sensorial stimuli. The purpose of this study protocol is to evaluate the effects of practicing virtual reality games on elderly socialization.

Method/Design: It will be an experimental, prospective longitudinal study which will use serious games with virtual reality to improve the socialization of elderly people. A minimum of 23 people aged 60 years and older, of both sexes, from an informatics course for beginners will participate in the study. The evaluation will consist mainly in answering two validated questionnaires on socialization, the short Social and Emotional Loneliness Scale for Adults (SELSA-S) and short-form UCLA Loneliness Scale (ULS-6). Reaction time and performance will also be measured by three virtual reality games, namely Reaction Time, Random and Moviletrando. All this evaluation will be repeated in three moments: T0 - at baseline; T1 - after 8 conventional informatics classes and; T2 - after 8 informatics classes which includes 15 minutes for practicing virtual reality games.

Discussion: This study will determine whether the practice of virtual reality games in addition to the usual informatics classes contributes to elderly socialization. The evolution in socialization, the evolution of reaction time and performance in virtual reality games and the correlation of motor learning to socialization will also be investigated.

研究设计

研究类型
Interventional
分配方式
Na
干预模型
Single Group
主要目的
Prevention
盲法
None

入排标准

年龄范围
60 Years 至 —(Adult, Older Adult)
性别
All
接受健康志愿者

入选标准

  • people aged over 60 years;
  • both sexes
  • spontaneously enrolled in the informatics beginner class for seniors of the Center of Reference for Elderly (CRI) in Ribeirão Pires

排除标准

  • Less than 75% of frequency in the classes between the assessments;
  • do not completion of the three moments of assessment;
  • having motor impairment of the upper limbs or cognition impairment,which prevents them to practice the games.

研究组 & 干预措施

Single arm study

Experimental

A minimum of 46 elderly, students of a informatics course, will participate in the study. Initially, the students will have 8 usual informatics classes in the institution where they were enrolled spontaneously. Then, during the next 8 classes (from class 9 to class 16) they will practice 10 minutes of virtual reality games, as part of the class.

干预措施: Single arm study (Behavioral)

结局指标

主要结局

Socialization assessed by SELSA-S

时间窗: up to 10 weeks

Improvement on self-perceived loneliness, representing the socialization level of the elderly, comparing baseline to the first 8 usual computer classes and after the 8 classes with virtual reality games. This will be verified through a decrease in the score of SELSA-S. SELSA-S has 15 items, scoring up to 7 in each, 105 in total.

次要结局

  • time of response during the practise of virtual reality games as assessed by TRT, Random and Moviletrando(up to 10 weeks)

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Thaiany Pedrozo Campos Antunes

Master

Faculdade de Medicina do ABC

研究点 (2)

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