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Virtual Reality and Technologies for Elderly

Aging Well by Being Connected - Phase 1

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06076148
Enrollment
7
Registered
2023-10-10
Start date
2023-04-14
Completion date
2024-02-09
Last updated
2025-07-29

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

Conditions

Aging Well

Keywords

Aging well, Virtual reality, Immersive technology, Older adults, Physical activity, Cognitive activity, Social behaviour

Brief summary

The objective of this clinical trial is to understand the determinants and opportunities for acceptance of immersive technologies to support physical, cognitive, and social health and the possibilities for aging well among the new generation of older adults. The main questions it aims to answer are: * What are the needs and expectations in terms of immersive activities and intervention methods according to age? * Do different game modes influence the needs and expectations in immersive activities of this population? 50 participants will be asked to complete a preliminary questionnaire about their activity habits and preferences. They will then be invited to participate in individual or multiplayer virtual reality game trials, a post-trial discussion about their experience and a questionnaire completion.

Interventions

three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.

Sponsors

Natural Sciences and Engineering Research Council, Canada
CollaboratorOTHER
SEC Fonds Immobilier Groupe Maurice
CollaboratorUNKNOWN
Fédération Québécoise des Loisirs en Institution
CollaboratorUNKNOWN
Fédération de l'Age D'Or du Québec
CollaboratorUNKNOWN
TOPMED
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Intervention model description

All participants will test both multiplayer and individual games. Order of testing is reversed in between arms.

Eligibility

Sex/Gender
ALL
Age
50 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

* Be 50 years old or older

Exclusion criteria

* Having functional limitations * Having cognitive impairments * Being at risk of epilepsy * Not being autonomus * Having a pacemaker

Design outcomes

Primary

MeasureTime frameDescription
Perception of Immersive Technologies ExperienceImmediately after each intervention (Week 1, Week 2)4 open questions were asked during the focus group about satisfaction with the trials. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for two themes: appreciated items(things that the participants liked during the games), less appreciated items (things that the participants didn't like during the games).
Integration of Virtual RealityImmediately after each intervention (Week 1, Week 2)3 open questions were asked during the focus group about intergration of virtual reality(VR) in the daily lives of the participants. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for two themes: obstacles(factors that make the integration of VR harder in the participant's life), facilitating factors(factors that make the integration of VR easier in the participant's life), .
Acceptability of Immersive TechnologiesImmediately after each intervention (Week 1, Week 2)1 open question was asked during the focus group about intention to use virtual reality(VR) in the daily lives of the participants. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for one theme: use case of VR items(ways of using VR in the participants daily lives).
Change From Baseline in Interest in Immersive ActivitiesBaseline and immediately after each intervention (Week 1, Week 2)Change from baseline in total score for 13 questions with 3 point scale (low, medium, high respectively scored 1,2,3). Minimum=13(low interest); Maximum=39(High interest);

Countries

Canada

Participant flow

Recruitment details

7 candidates were screened for eligibility between April 14, 2023 and May 23, 2023.

Pre-assignment details

7 participants were randomized.

Participants by arm

ArmCount
Individual Then Multiplayer Games
Participants of this group will conduct the sessions in the following order : Focus group about individual virtual reality games then Focus group about multiplayer virtual reality games. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
5
Multiplayer Then Individual Games
Participants of this group will conduct the sessions in the following order : Focus group about multiplayer virtual reality games then Focus group about individual virtual reality games. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
2
Total7

Baseline characteristics

CharacteristicIndividual Then Multiplayer GamesMultiplayer Then Individual GamesTotal
Age, Customized
Over 50 years old
5 Participants2 Participants7 Participants
Interest in immersive activities30.4 units on a scale
STANDARD_DEVIATION 3.6
39 units on a scale
STANDARD_DEVIATION 0
32.9 units on a scale
STANDARD_DEVIATION 5.1
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Asian
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Black or African American
0 Participants0 Participants0 Participants
Race (NIH/OMB)
More than one race
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
5 Participants2 Participants7 Participants
Race (NIH/OMB)
White
0 Participants0 Participants0 Participants
Region of Enrollment
Canada
5 participants2 participants7 participants
Sex: Female, Male
Female
3 Participants2 Participants5 Participants
Sex: Female, Male
Male
2 Participants0 Participants2 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 70 / 7
other
Total, other adverse events
0 / 70 / 7
serious
Total, serious adverse events
0 / 70 / 7

Outcome results

Primary

Acceptability of Immersive Technologies

1 open question was asked during the focus group about intention to use virtual reality(VR) in the daily lives of the participants. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for one theme: use case of VR items(ways of using VR in the participants daily lives).

Time frame: Immediately after each intervention (Week 1, Week 2)

Population: All participants who received the intervention.

ArmMeasureGroupValue (NUMBER)
Individual Then Multiplayer GamesAcceptability of Immersive Technologiesuse case of VR items, week 111 Number of mentionned items
Individual Then Multiplayer GamesAcceptability of Immersive Technologiesuse case of VR items, week 25 Number of mentionned items
Multiplayer Then Individual GamesAcceptability of Immersive Technologiesuse case of VR items, week 110 Number of mentionned items
Multiplayer Then Individual GamesAcceptability of Immersive Technologiesuse case of VR items, week 216 Number of mentionned items
Primary

Change From Baseline in Interest in Immersive Activities

Change from baseline in total score for 13 questions with 3 point scale (low, medium, high respectively scored 1,2,3). Minimum=13(low interest); Maximum=39(High interest);

Time frame: Baseline and immediately after each intervention (Week 1, Week 2)

Population: All participants who received the intervention.

ArmMeasureGroupValue (MEAN)Dispersion
Individual Then Multiplayer GamesChange From Baseline in Interest in Immersive ActivitiesWeek 13.00 score on a scaleStandard Deviation 3.65
Individual Then Multiplayer GamesChange From Baseline in Interest in Immersive ActivitiesWeek 23.00 score on a scaleStandard Deviation 2.45
Multiplayer Then Individual GamesChange From Baseline in Interest in Immersive ActivitiesWeek 1-1.00 score on a scaleStandard Deviation 1.41
Multiplayer Then Individual GamesChange From Baseline in Interest in Immersive ActivitiesWeek 20.00 score on a scaleStandard Deviation 0
Primary

Integration of Virtual Reality

3 open questions were asked during the focus group about intergration of virtual reality(VR) in the daily lives of the participants. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for two themes: obstacles(factors that make the integration of VR harder in the participant's life), facilitating factors(factors that make the integration of VR easier in the participant's life), .

Time frame: Immediately after each intervention (Week 1, Week 2)

Population: All participants who received the intervention.

ArmMeasureGroupValue (NUMBER)
Individual Then Multiplayer GamesIntegration of Virtual RealityObstacles, week 110 Total number of mentionned items
Individual Then Multiplayer GamesIntegration of Virtual RealityFacilitating factors, week 110 Total number of mentionned items
Individual Then Multiplayer GamesIntegration of Virtual RealityObstacles, week 27 Total number of mentionned items
Individual Then Multiplayer GamesIntegration of Virtual RealityFacilitating factors, week 20 Total number of mentionned items
Multiplayer Then Individual GamesIntegration of Virtual RealityFacilitating factors, week 211 Total number of mentionned items
Multiplayer Then Individual GamesIntegration of Virtual RealityObstacles, week 112 Total number of mentionned items
Multiplayer Then Individual GamesIntegration of Virtual RealityObstacles, week 210 Total number of mentionned items
Multiplayer Then Individual GamesIntegration of Virtual RealityFacilitating factors, week 15 Total number of mentionned items
Primary

Perception of Immersive Technologies Experience

4 open questions were asked during the focus group about satisfaction with the trials. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for two themes: appreciated items(things that the participants liked during the games), less appreciated items (things that the participants didn't like during the games).

Time frame: Immediately after each intervention (Week 1, Week 2)

Population: All participants who received the intervention.

ArmMeasureGroupValue (NUMBER)
Individual Then Multiplayer GamesPerception of Immersive Technologies ExperienceAppreciated items, week 124 Number of mentionned items
Individual Then Multiplayer GamesPerception of Immersive Technologies ExperienceLess appreciated items, week 17 Number of mentionned items
Individual Then Multiplayer GamesPerception of Immersive Technologies ExperienceAppreciated items, week 211 Number of mentionned items
Individual Then Multiplayer GamesPerception of Immersive Technologies ExperienceLess appreciated items, week 20 Number of mentionned items
Multiplayer Then Individual GamesPerception of Immersive Technologies ExperienceLess appreciated items, week 24 Number of mentionned items
Multiplayer Then Individual GamesPerception of Immersive Technologies ExperienceAppreciated items, week 119 Number of mentionned items
Multiplayer Then Individual GamesPerception of Immersive Technologies ExperienceAppreciated items, week 223 Number of mentionned items
Multiplayer Then Individual GamesPerception of Immersive Technologies ExperienceLess appreciated items, week 13 Number of mentionned items

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026