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Immersive virtual reality in residential aged care: mixed-methods study

Physical rehabilitation for people without cognitive impairment living in residential aged care: mixed-methods study investigating the impact of immersive virtual reality on motivation to engage in physical activity

Status
Not yet recruiting
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12623000284662
Enrollment
10
Registered
2023-03-16
Start date
2023-03-27
Completion date
2023-04-10
Last updated
2023-03-27

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

This research will further understanding of the characteristics of immersive virtual reality physical activity programs that support or impede their utility for people without cognitive impairment in residential aged care from the perspectives of residents and staff. People without cognitive impairment are in the minority in Australian residential aged care settings. This research aims to provide insight into how VR programs can be developed and implemented as a group activity to be a useful and enjoyable experience that advances physical and psychosocial health and wellbeing for residents who may be disengaged from health promotion programs tailored for the majority of residents.

Interventions

Care staff, led by a physiotherapist, will implement a six-week group program of immersive virtual reality physical activities for participating residents. The training will be provided by RecoveryVR in a workshop format provided face-to-face over two hours. After the training session, staff will deliver the virtual reality activities which will involve: 1. Orientation session: The two initial 30-40 minute sessions will enable each resident to trial the Pico Neo 3 head-mounted virtual reality d

Care staff, led by a physiotherapist, will implement a six-week group program of immersive virtual reality physical activities for participating residents. The training will be provided by RecoveryVR in a workshop format provided face-to-face over two hours. After the training session, staff will deliver the virtual reality activities which will involve: 1. Orientation session: The two initial 30-40 minute sessions will enable each resident to trial the Pico Neo 3 head-mounted virtual reality display, hand controller, immersive virtual reality experience and a 5-10 minute sample of the physical activities in the program. Residents will have the opportunity to affirm or withdraw their consent to participate in the study. Residents and staff will be observed during this session and will participate in separate reflexive focus group discussions on conclusion to capture responses to the experience of virtual reality, the physical activities and the group session. The service manager will also be interviewed about the program. 2. Virtual reality physical activity program: The program will comprise of 30-40 minute group sessions each week for the subsequent five weeks during which participating residents will each take part in at least one 5-10 minute block of immersive virtual reality physical activities. Residents will be seated and will primarily use the upper extremities. This will be undertaken in two successive groups of five residents. The residents’ view will be streamed onto a monitor so staff can provide support. Residents and staff will be observed and will participate in separate focus groups after each weekly session to reflect on their experience. The physiotherapist will also be interviewed briefly each week. 3. On conclusion of the six-week program: Participants will be interviewed individually using open-ended questions to collect reactions to the program’s content, conduct and therapeutic value, and reflections on the use of immersive virtual reality technology in residential aged care. The virtual reality activities in this study are games and exercises that promote physical activity. They are designed to be accessible and fun. The scenarios will be selected from the following activities: • Games o Upper body - a range of games designed to use the participant’s existing range of motion, reach, and response time. o Sport - popular ball sports that involves trunk rotation and sit-to-stand o Balance - activities that require trunk strength, sitting and standing balance. • Exercise o Trail - videos from various locations that require task specific repetition to play. o Waterway - row, kayak through these videos that requires upper body strength and general endurance. o Gym - use these gym applications to increase strength and upper limb function Stretching - follow along with these videos to stretch out different parts of the body. • Creative o Painting - paint a masterpiece in 3D to increase time on task and includes upper limb range of motion, reach and grasp. o Building - build your own toy town that uses trunk rotation and reach. Adherence will be monitored using a piloted worksheet at each session and include time using the virtual reality, problems with the technology, and time take for potential troubleshooting.

Sponsors

University of Canberra
Lead SponsorUniversity

Study design

Allocation
Non-randomised trial
Intervention model
Single group
Primary purpose
Treatment
Masking
Open (masking not used)

Eligibility

Sex/Gender
All
Age
18 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

Residents: Not experiencing cognitive impairment, assessed by staff as being suitable to participate, assessed by physiotherapist to be capable of undertaking the virtual reality physical activities. Staff: Qualified physiotherapist, allied health professionals and other support staff (e.g. lifestyle managers).

Exclusion criteria

Residents: Person living with cognitive impairment or dementia. Staff: Staff not involved with the intervention.

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026