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VR Motor-cognitive Training for Older People With Cognitive Frailty

Virtual Reality Motor-cognitive Training for Older People With Cognitive Frailty: The Implementation of the Prototype

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04730817
Enrollment
400
Registered
2021-01-29
Start date
2021-03-01
Completion date
2022-12-31
Last updated
2021-08-27

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

Conditions

Cognitive Frailty, Physical Function

Keywords

Cognitive Frailty, Motor-Cognitive Training, Virtual Reality, Gamification

Brief summary

Cognitive frailty is a clinical syndrome in which cognitive impairment (e.g., poor memory, visuospatial function) and physical frailty (e.g., slowness, poor muscle strength, physical inactivity) co-exist. It is prevalent in community-dwelling older people. The progressive decline of cognitive and physical functions restricts older people from participating in activities (e.g., social get-togethers). Reduced participation further jeopardizes their life-space mobility (e.g., ability to travel to areas far away from home). Therefore, those with cognitive frailty are at risk of developing dementia and becoming dependent. Simultaneous motor-cognitive training is more effective at promoting optimal functioning in older people than motor or cognitive training alone. Gaming is effective at promoting the motivation to participate. The contents of games in the market are unrelated to the context or daily living of the elderly. Currently, available training is non-simultaneous. This makes the training less transferable to the daily life of the elderly and reduces its effects. Virtual reality (VR) technology can provide a virtual space that mimics the real environment. This allows clients to participate in daily activities in a virtual space. Older people can be trained to improve their cognitive and physical skills in a painless, fun way. However, the effect and feasibility of employing simultaneous motor-cognitive training launching on a VR platform mimicking the daily living environment in older people with cognitive frailty is poorly known. Following the findings from the previous proof-of-concept test (registration number: NCT04467216), we proceed to implement the study to 400 participants from six different elderly centres between the period of March 2021 and December 2022.

Detailed description

In the intervention, VR will be employed to simulate a daily living environment familiar to older people. Participants will wear a commercially available head-mounted VR system with hand-held controllers to experience the participation of daily activities in a virtual environment. Simultaneous physical and cognitive training will be embedded in the training system to promote optimal function. Participants will attend physical training in a sitting position through cycling on an ergometer and moving the hand-held controllers. Motion sensors built into the VR system and ergometer will track these movements to control everyday tasks in the virtual environment (e.g., moving around the city). Simultaneously, participants will undergo cognitive training by participating in various tasks demanding cognitive functions, such as visual-spatial (e.g., wayfinding) and problem-solving (e.g., wallet loss) functions. Gamification will be employed to promote the motivation to participate. All training activities will be gamified by blending in fun elements, such as difficulty-levelling, competition, and e-tokens. Co-participation is allowed to promote interpersonal interactions. The prototype enables real-time co-viewing among participants. Other elderly centre members and the activity facilitators can share the view of the participants in the game on either a large-screen monitor or a tablet computer, allowing them to simultaneously discuss and share about their gaming experiences.

Interventions

DEVICEVirtual Reality Motor-Cognitive Training System

Immersive VR training system tailor-made for the daily living experiences in the Hong Kong context to provide interactive experiences for older people in Hong Kong. The VR training system is designed as a game with 16 progressive levels (anticipating intervention group participants to complete 2 levels per week for 8 weeks) which aim to train their motor and cognitive functions.

Sponsors

Pok Oi Hospital
CollaboratorOTHER
The Hong Kong Polytechnic University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Outcomes Assessor)

Masking description

Outcome assessors at both pre- and post-observations will be blinded to the group label.

Intervention model description

A total of 400 subjects with cognitive frailty will be assigned into 2 groups. Half the participants will be assigned to the intervention group in which they will undertake VR simultaneous motor-cognitive training and others will be assigned to the control group in the form of passive (wait list) control, i.e., they will not be given any kind of treatment. The following dosage will be employed onto the intervention group using the VR simultaneous motor-cognitive training that we proposed. I.e., Course: eight weeks Session duration: 30 minutes Frequency: twice per week

Eligibility

Sex/Gender
ALL
Age
60 Years to No maximum
Healthy volunteers
No

Inclusion criteria

* Age ≥ 60 years, * Self-reported or informant-reported cognitive complaints * Objective cognitive impairment, as defined by a Clinical Dementia Rating of 0.5 and a Montreal Cognitive Assessment (MoCA) score of \<25 * Preservation of one's independence, as defined by the Lawton's Instrumental Activity of Daily Living score of \>14 * No diagnosed dementia, as observed in the medical record * Physical frailty from being pre-frail to frail, as defined by a Fried Frailty Index (FFI) score of 1-5.

Exclusion criteria

* Participants who have impaired mobility, as defined by Modified Functional Ambulatory Classification (MFAC) \< Category 7 (i.e., Outdoor walker), * or probable dementia, i.e., MoCA \< 17 or clinical dementia rating ≥ 1.

Design outcomes

Primary

MeasureTime frameDescription
Global cognitive functionChange is being assessed at baseline (T0) and immediately after the completion (T1), being 8 weeks apartScore on the Montreal Cognitive Assessment Hong Kong Version (HK-MoCA), ranging from 0 to 30.
FrailtyChange is being assessed at baseline (T0) and immediately after the completion (T1), being 8 weeks apartScore on the Fried Frailty Phenotype, ranging from 0 to 5

Secondary

MeasureTime frameDescription
Verbal and visuo-spatial short-term memoryChange is being assessed at baseline (T0) and immediately after the completion (T1), being 8 weeks apartScore on the Digit Span Test, ranges from 0 to 9
Inhibition of cognitive interferenceChange is being assessed at baseline (T0) and immediately after the completion (T1), being 8 weeks apartStroop Color-Word Test (SCWT) Global Index score, calculated by I=CW-((W+C)/2)
Hand grip strengthChange is being assessed at baseline (T0) and immediately after the completion (T1), being 8 weeks apartHand grip strength by dynamometer (kg)
Walking speedChange is being assessed at baseline (T0) and immediately after the completion (T1), being 8 weeks apartTimed up and go test (seconds)
Executive functionChange is being assessed at baseline (T0) and immediately after the completion (T1), being 8 weeks apartTime taken to complete the trail making test (TMA & TMB), ranges from 0 to 300 seconds (when maximum time is reached)

Countries

Hong Kong

Contacts

Primary ContactRick Kwan, Dr
rick.kwan@polyu.edu.hk(852) 2766
Backup ContactJustina Liu, Dr
justina.liu@polyu.edu.hk(852) 2766

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 5, 2026