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Exploring the Feasibility and Clinical Utility of a Fully Immersive Virtual Reality Shopping Tool for Training Instrumental Activities of Daily Living (IADLs): A Pilot Study in Older Adults and Adults with Neurological and Visual Impairments

Is it feasible and clinically useful to use a fully immersive virtual reality shopping tool for training instrumental activities of daily living (IADLs)?

Status
Not yet recruiting
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12626000400369
Enrollment
30
Registered
2026-03-31
Start date
2026-04-01
Completion date
2026-08-31
Last updated
2026-04-14

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 pilot study aims to evaluate the acceptability, usability, and feasibility of a custom-made, fully immersive virtual reality (VR) shopping tool designed to train Instrumental Activities of Daily Living. It also aims to explore preliminary effects in functional ability, health-related quality of life, community participation, and implementation outcomes (adoption and appropriateness). Participants will include community-living adults (older adults with mild cognitive impairment, adults with functional vision impairment, adults with acquired brain injury, and healthy older adult controls) and clinicians working with these populations. Participants will complete a four-week VR intervention consisting of two 30-minute sessions per week, with task difficulty tailored and progressively adjusted. Primary outcomes will be assessed using a purpose-designed questionnaire, focus groups, and semi-structured interviews. Secondary outcomes include in-app VR performance metrics, measures of functional ability and quality of life, and community participation in shopping activities. Expected outcomes include evidence of feasibility and preliminary therapeutic potential.

Interventions

VR Shopping application (Brief name: ShopWell VR): A custom-made, fully immersive virtual reality (VR) shopping application, ShopWell VR, will be used for this study. It has been purpose-built to simulate a realistic, fully immersive supermarket environment where participants can practise meaningful daily activities in a controlled setting. The platform is designed to support functional rehabilitation by offering tasks that can be systematically graded in complexity. Designed to support functio

VR Shopping application (Brief name: ShopWell VR): A custom-made, fully immersive virtual reality (VR) shopping application, ShopWell VR, will be used for this study. It has been purpose-built to simulate a realistic, fully immersive supermarket environment where participants can practise meaningful daily activities in a controlled setting. The platform is designed to support functional rehabilitation by offering tasks that can be systematically graded in complexity. Designed to support functional rehabilitation, ShopWell VR allows therapists to systematically grade task complexity while tailoring activities to each participant’s goals and abilities. The shopping experience includes a series of customisable tasks that simulate real-world challenges and promote skill development relevant to community reintegration. To achieve this, the application incorporates a progressive difficulty framework spanning four key domains: 1. Physical interaction (navigateing the aisle, reaching items, and avoiding hazards) 2. Cognitive demand (route planning, selecting required items, and managing a budget) 3. Visual complexity (scanning, locating, and recognising items with varying levels of design and contrast, and reading labels) 4. Environmental distractions (background noise and other shoppers in the supermarket) Each domain consists of four graded levels of difficulty. These levels can be individually selected and adjusted within each domain to meet the specific needs and functional capacity of each participant. All participant groups will be exposed to all four domains (physical interaction, cognitive demand, visual complexity, and environmental distractions). However, the level of difficulty within each domain will be tailored according to the participant’s abilities and rehabilitation goals. This ensures that the intervention remains appropriately challenging while accommodating individual limitations. For example, participants with vision impairment may engage in higher levels of cognitive demand, while beginning with lower levels of visual complexity and phyaical interaction, which can be progressively increased over time. In contrast, participants with acquired brain injury may initially require lower levels of cognitive demand and environmental distractions, with gradual progression as their capacity improves. Adherence to the intervention will be monitored through clinician supervision and in-application tracking of task completion and performance. Clinicians will observe participant engagement during sessions and adjust task difficulty as required to maintain an optimal level of challenge. The intervention is individually tailored by clinicians at the start of each session and reviewed continuously throughout the program. Tailoring occurs by selecting the appropriate difficulty level within each domain based on the participant’s current performance, goals, and clinical presentation. Adjustments are made in response to participant progress, ensuring that the intervention remains goal-directed, adaptive, and clinically relevant. Training program: The 4-week training program using ShopWell VR will consist of two sessions per week (8 sessions in total), each lasting approximately 30 minutes, divided into two 15-minute segments with a rest period in between. Training will take place at one of the following locations, depending on participant needs: the Susan Wakil Health Building at the USYD Camperdown campus, Guide Dogs NSW/ACT head office, or the participants’ homes. At the beginning of the program, participants will view a video demonstration of ShopWell VR. In-person instruction and guidance will be provided during each session, supported by the VR system’s casting function (which allows facilitators to view the participant’s experience in real time). Participants will receive immediate feedback on their performance at the end of each session. The difficulty level will be progressively adjusted in response to each individual’s performance and progression throughout the program.

Sponsors

The University of Sydney
Lead SponsorUniversity

Study design

Allocation
Non-randomised trial
Intervention model
Parallel
Primary purpose
Educational / counselling / training
Masking
Open (masking not used)

Eligibility

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

Inclusion criteria

INDIVIDUAL PARTICIPANTS inclusion: General inclusion criteria (all participants): • Able to provide informed consent • No history of severe motion sickness or epilepsy/seizure disorders • Adequate hearing (with or without hearing aids) to follow verbal instructions during study procedures (e.g. consent process, assessments, VR training, interviews) • Pass the physical screening and cognitive screening procedures Group-specific inclusion criteria: Older Adults with Mild Cognitive Impairment (MCI): • Community-dwelling older adults aged 65 years and older • MoCA score between 22 and 25 (inclusive) • Preserved basic ADLs (e.g. showering, dressing, toileting), reported difficulty or requiring assistance with IADL tasks (e.g. meal preparation, shopping, transport). Adults with Functional Vision Impairment: • Community-dwelling adults age 18 and older • Self-reported difficulty with visual daily tasks (e.g. reading, community access) • Mild to moderate functional vision impairment, defined as either: 1. Age-regaled macular degeneration > VF-14 questionnaire score between 50 and 75 (Steinberg et al., 1994); > Visual acuity in the better eye (with correction) between 6/12 and 6/60 OR 2. Visual field loss (hemianopia or quadrantanopia) > VF-14 questionnaire score between 50 and 75 (Steinberg et al., 1994); > Visual acuity in the better eye (with correction) between 6/12 and 6/60 • MoCA (blind version) greater than or equal to 19 (out of 22) Adults with Acquired Brain Injury (ABI): • Community-dwelling adults age 18 and older • History of non-progressive acquired brain injury > 6 months prior • Self-reported or documented cognitive difficulties that interfere with daily functioning (e.g. managing routines, completing tasks, maintaining attention or fatigue during everyday activities), leading to reduced confidence and participation in community-based activities • MoCA greater than or equal to 22 Healthy Older Adult Controls: • Community-dwelling older adults aged 65 years and older • No known cognitive, neurological, or significant sensory impairments • Independent in all ADLs and IADLs • MoCA score greater than or equal to 26 Minimum age of 18 years for the following groups: Functional vision impairment, Acquired brain injury Minimum age of 65 years: Mild cognitive impairment, healthy older adults CLINICIAN PARTICIPANTS inclusion: • Licensed health professionals (e.g. occupational therapists, mobility and orientation specialists, geriatricians, neuropsychologists) working with at least one of the clinical populations (MCI, vision impairment, or ABI) • Willing to participate in interviews, focus groups, and pilot VR experiencing sessions

Exclusion criteria

Individual participants: • Acute medical conditions such as infection, migraines, musculoskeletal injury • Cognitive or neurological conditions: > Diagnosis of dementia or major neurocognitive disorder > Progressive neurological conditions (e.g. Parkinson’s disease, multiple sclerosis) • Psychiatric conditions: > Significant psychiatric illness affecting cognition • Sensory or communication limitations: > Profound sensory impairments interfering with VR use (e.g. total blindness) > Severe communication barriers or aphasia precluding participation Clinician participants: • No direct experience working with the relevant clinical populations • Unable or unwilling to participate fully in study activities

Outcome results

None listed

Source: ANZCTR · Data processed: Apr 17, 2026