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Immersive Technology and Virtual Reality as a Health Support Tool in a Residence for the Elderly

Development and Validation of Sports Facilities in a Supportive Environment to Improve the Well-being of the Elderly

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06117319
Enrollment
34
Registered
2023-11-07
Start date
2023-02-27
Completion date
2024-04-16
Last updated
2025-08-27

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, activity, learning

Brief summary

The purpose of this clinical trial is to learn more about the potential for using virtual reality in older adults living in residences for elderly to maintain health (physical activity, cognitive activity, social behaviors). The main questions it aims to answer are: * To what extent can virtual reality be a tool to support health in older adults? * What are the support needs of older adults in learning to use this immersive technology? Participants are invited to complete 5 weekly training sessions on the use of a virtual reality headset. At the beginning and end of each session, participants will complete a questionnaire on their perception of their experience. During the sessions, the participants are asked to test games that mobilize the upper limbs. Two learning modalities are set up in two separate groups. These modalities aim to test two different support formulas in order to compare the support needs of the elderly in the use and integration of virtual reality to support the activities and health of this population.

Interventions

OTHERIndividual assistance Virtual reality training sessions

5 virtual reality training sessions where feedback will be provided to each individual by the research team

OTHERCollective assistance Virtual reality training sessions

4 virtual reality training sessions where feedback will be provided to the whole group by the research team and 1 session where feedback will be individual. No participant was ever assigned to this intervention.

Sponsors

Natural Sciences and Engineering Research Council, Canada
CollaboratorOTHER
SEC Fonds Immobilier Groupe Maurice
CollaboratorUNKNOWN
TOPMED
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Intervention model description

2 groups with different learning modalities (individual feedback compared to collective feedback)

Eligibility

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

Inclusion criteria

* Independent person living in the sponsor's retirement home

Exclusion criteria

* Having a pacemaker * Being at risk for epilepsy

Design outcomes

Primary

MeasureTime frameDescription
Learning of Virtual Reality TasksDuring each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)Total score on 43 different tasks using a 5 point scale for each task(impossible(0), completion with external help(1), delay before individual completion and multiple repetitions(2), individual completion with less than 2 repetitions(3), individual completion without repetition(4) scored from 0 to 4 respectively). Scores for each session are averaged (Total score range from 0 to 4). Interpretations should be taken with caution(see Analysis population description).
EaseImmediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)Measurement of the perception of ease using a one item 5 point scale (higher score means higher ease during the session).Total score range from 1 to 5.
Sense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)measurement of the perception of sense of control using a one item 1-5 point scale (higher score means higher sense of control during the session).Total score range from 1 to 5.
Satisfaction With SupervisionImmediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)measurement of the perception of satisfaction using a one item 5 point scale (higher score means higher satisfaction during the session). Total score range from 1 to 5.

Secondary

MeasureTime frameDescription
Stress Level at the Start of the SessionImmediately before each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)Measurement of the participants' stress level using a 1-item scale from 1 to 5 (lower score means higher stress), total scale range is 1 to 5
Desire to Play Virtual Reality GamesImmediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)number of participants mentionning the desire to play virtual reality games

Countries

Canada

Participant flow

Recruitment details

No participant was ever assigned to the collective assistance group.

Pre-assignment details

The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions.

Participants by arm

ArmCount
Individual Assistance
5 sessions with individual assistance The Virtual Reality (VR) activity will take the form of five (5) training sessions. * Session 1: Basics of VR. * Session 2: 1-multiplayer game mode. * Session 3: Playing with a library. Browsing a library * Session 4: 2-individual game mode. * Session 5: Game practice. For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls. Individual assistance Virtual reality training sessions: 5 virtual reality training sessions where feedback will be provided to each individual by the research team
34
Collective Assistance
The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group.
0
Total34

Baseline characteristics

CharacteristicIndividual AssistanceTotal
Age, Categorical
<=18 years
0 Participants0 Participants
Age, Categorical
>=65 years
34 Participants34 Participants
Age, Categorical
Between 18 and 65 years
0 Participants0 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants
Race (NIH/OMB)
Asian
0 Participants0 Participants
Race (NIH/OMB)
Black or African American
0 Participants0 Participants
Race (NIH/OMB)
More than one race
0 Participants0 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
34 Participants34 Participants
Race (NIH/OMB)
White
0 Participants0 Participants
Region of Enrollment
Canada
34 participants34 participants
Sex: Female, Male
Female
24 Participants24 Participants
Sex: Female, Male
Male
10 Participants10 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 340 / 0
other
Total, other adverse events
0 / 340 / 0
serious
Total, serious adverse events
0 / 340 / 0

Outcome results

Primary

Ease

Measurement of the perception of ease using a one item 5 point scale (higher score means higher ease during the session).Total score range from 1 to 5.

Time frame: Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Population: Number of participants analyzed for each session varies based on the number of participants present that day. Since group session were scheduled, absent participants couldn't complete the session later.

ArmMeasureGroupValue (MEAN)Dispersion
Individual AssistanceEaseSession 1(day 1)4.06 units on a scaleStandard Deviation 1.01
Individual AssistanceEaseSession 2(day 8)3.53 units on a scaleStandard Deviation 1.16
Individual AssistanceEaseSession 3(day 15)4.11 units on a scaleStandard Deviation 1.03
Individual AssistanceEaseSession 4(day 22)3.58 units on a scaleStandard Deviation 1.18
Individual AssistanceEaseSession 5(day 29)4.00 units on a scaleStandard Deviation 1.19
Primary

Learning of Virtual Reality Tasks

Total score on 43 different tasks using a 5 point scale for each task(impossible(0), completion with external help(1), delay before individual completion and multiple repetitions(2), individual completion with less than 2 repetitions(3), individual completion without repetition(4) scored from 0 to 4 respectively). Scores for each session are averaged (Total score range from 0 to 4). Interpretations should be taken with caution(see Analysis population description).

Time frame: During each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Population: The evaluators were also tasked to provide assistance to the participants, if needed, during sessions. However, the amount of assistance needed by the participants was much higher than anticipated and hindered data collection. Each task and each participant were missing data. Some participants were missing data for up to 80% of all tasks for a session. As an example, for a particular task, only 7 participants provided data in session 1, whereas in session 3, 26 participants provided data.

ArmMeasureGroupValue (MEAN)Dispersion
Individual AssistanceLearning of Virtual Reality TasksSession 12.13 score on a scaleStandard Deviation 0.1
Individual AssistanceLearning of Virtual Reality TasksSession 22.17 score on a scaleStandard Deviation 0.08
Individual AssistanceLearning of Virtual Reality TasksSession 32.22 score on a scaleStandard Deviation 0.1
Individual AssistanceLearning of Virtual Reality TasksSession 42.22 score on a scaleStandard Deviation 0.15
Individual AssistanceLearning of Virtual Reality TasksSession 52.28 score on a scaleStandard Deviation 0.1
Primary

Satisfaction With Supervision

measurement of the perception of satisfaction using a one item 5 point scale (higher score means higher satisfaction during the session). Total score range from 1 to 5.

Time frame: Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Population: Number of participants analyzed for each session varies based on the number of participants present that day. Since group session were scheduled, absent participants couldn't complete the session later.

ArmMeasureGroupValue (MEAN)Dispersion
Individual AssistanceSatisfaction With SupervisionSession 1(day 1)4.76 score on a scaleStandard Deviation 0.61
Individual AssistanceSatisfaction With SupervisionSession 2(day 8)4.41 score on a scaleStandard Deviation 0.95
Individual AssistanceSatisfaction With SupervisionSession 3(day 15)4.68 score on a scaleStandard Deviation 0.26
Individual AssistanceSatisfaction With SupervisionSession 4(day 22)4.35 score on a scaleStandard Deviation 0.95
Individual AssistanceSatisfaction With SupervisionSession 5(day 29)4.93 score on a scaleStandard Deviation 0.37
Primary

Sense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5

measurement of the perception of sense of control using a one item 1-5 point scale (higher score means higher sense of control during the session).Total score range from 1 to 5.

Time frame: Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Population: Number of participants analyzed for each session varies based on the number of participants present that day. Since group session were scheduled, absent participants couldn't complete the session later.

ArmMeasureGroupValue (MEAN)Dispersion
Individual AssistanceSense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5Session 1(day 1)3.85 units on a scaleStandard Deviation 0.82
Individual AssistanceSense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5Session 2(day 8)3.53 units on a scaleStandard Deviation 0.92
Individual AssistanceSense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5Session 3(day 15)3.57 units on a scaleStandard Deviation 0.96
Individual AssistanceSense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5Session 4(day 22)3.19 units on a scaleStandard Deviation 1.14
Individual AssistanceSense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5Session 5(day 29)3.79 units on a scaleStandard Deviation 1.07
Secondary

Desire to Play Virtual Reality Games

number of participants mentionning the desire to play virtual reality games

Time frame: Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Population: The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group.~Number of participants analyzed for each session varies based on the number of participants present that day. Since group session were scheduled, absent participants couldn't complete the session later.

ArmMeasureGroupValue (COUNT_OF_PARTICIPANTS)
Individual AssistanceDesire to Play Virtual Reality GamesSession 1(Day 1)4 Participants
Individual AssistanceDesire to Play Virtual Reality GamesSession 2(Day 8)3 Participants
Individual AssistanceDesire to Play Virtual Reality GamesSession 3(Day 15)2 Participants
Individual AssistanceDesire to Play Virtual Reality GamesSession 4(Day 22)4 Participants
Individual AssistanceDesire to Play Virtual Reality GamesSession 5(Day 29)9 Participants
Secondary

Stress Level at the Start of the Session

Measurement of the participants' stress level using a 1-item scale from 1 to 5 (lower score means higher stress), total scale range is 1 to 5

Time frame: Immediately before each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Population: Number of participants analyzed for each session varies based on the number of participants present that day. Since group session were scheduled, absent participants couldn't complete the session later.

ArmMeasureGroupValue (MEAN)Dispersion
Individual AssistanceStress Level at the Start of the SessionSession 1(day 1)4.38 score on a scaleStandard Deviation 0.85
Individual AssistanceStress Level at the Start of the SessionSession 2(day 8)4.78 score on a scaleStandard Deviation 0.55
Individual AssistanceStress Level at the Start of the SessionSession 3(day 15)4.89 score on a scaleStandard Deviation 0.42
Individual AssistanceStress Level at the Start of the SessionSession 4(day 22)4.77 score on a scaleStandard Deviation 0.5
Individual AssistanceStress Level at the Start of the SessionSession 5(day 29)4.76 score on a scaleStandard Deviation 0.44

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