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Self-Adaptive Immersive Virtual Reality Serious Game to Enhance Motor Skill Learning and Attention in Older Adults

Self-Adaptive Immersive Virtual Reality Serious Game to Enhance Motor Skill Learning and Attention in Older Adults - A Double Blind Randomized Controlled Trial

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06141642
Acronym
SAVinGs
Enrollment
33
Registered
2023-11-21
Start date
2024-01-09
Completion date
2024-06-06
Last updated
2024-10-10

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

Conditions

Aging, Aging Well, Older Adults

Keywords

Aged

Brief summary

While scientific evidence emphasizes the detrimental effect of sedentary behavior on health, the literature suggests that, on average, older adults spend 75% of their days in a sedentary manner, and often isolated (Petrusevski 2020). This lack of physical activity and social interaction not only leads to an increase in functional limitations and the risk of worsening an existing chronic disease but also elevates the risk of mortality. Furthermore, older adults face progressive functional decline, both in motor and cognitive aspects, as a result of aging, contributing to inactivity and sedentary behavior (Botö 2021). The literature suggests that new technologies such as immersive virtual reality (iVR) and serious games serve as effective means to promote active leisure, thereby breaking isolation and reducing sedentary behavior. The development of these new technologies is also promising for objectively and quantitatively measuring motor and cognitive activity (e.g., kinematics, reaction time). Serious games are defined as games whose primary objective is more focused on learning than entertainment. For instance, they allow the integration of physical and cognitive activity programs into a playful activity, conducive to long-term adherence. Their effectiveness is starting to be studied in hospitalized older adults (Cuevas-Lara 2021), especially as they also help combat age-related functional decline. Indeed, they provide the opportunity to promote and measure activity through enjoyable and self-administered exercises. However, despite the growing interest in serious games, the impact of self-adaptive serious games, compared to traditional (non-adaptive) serious games, on motor skill learning and attention function in older adults remains unclear. This gap in knowledge necessitates a rigorous investigation. Therefore, this randomized controlled trial seeks to address this gap and achieve the following objectives: 1. Compare the effect of a self-adaptive serious game to a non-adaptive serious game on motor skill learning and attention in older adults. 2. Enhance the understanding of how motor skill learning in immersive virtual reality translates to older adults' activities of daily living.

Interventions

DEVICESelf-adaptive serious game

A self-adaptive serious game in immersive virtual reality using the device MetaQuest 1 or 2

DEVICENon-adaptive serious game

A non-adaptive serious game in immersive virtual reality using the device MetaQuest 1 or 2

Sponsors

Université Catholique de Louvain
CollaboratorOTHER
Laval University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
BASIC_SCIENCE
Masking
DOUBLE (Subject, Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
65 Years to 95 Years
Healthy volunteers
Yes

Inclusion criteria

* Normal-to-corrected vision * Score \> 24 in the Montreal Cognitive Assessment * Age \> or = 65 years old

Exclusion criteria

* Severe comprehension issues * History of seizures * Prior experience with serious games in immersive virtual reality

Design outcomes

Primary

MeasureTime frameDescription
Cognition - Response time in immersive virtual realityDay 1 (before intervention) and day 3 (at the end of the intervention)Time between the target mole appearance and the and the successful hitting of the mole (in REAsmash VR evaluation module)
Motor function - Upper limb speed-accuracy trade-off in immersive virtual realityDay 1 (before intervention), day 2 and day 3 (at the end of the intervention)This index is calculated by dividing the speed of performance by the accuracy of performance
Motor function - Upper limb movement smoothness in immersive virtual realityDay 1 (before intervention), day 2 and day 3 (at the end of the intervention)Spectral Arc Length (SPARC) of the normalized instant velocity signal
Cognition - Inhibition cost of response time in immersive virtual realityDay 1 (before intervention) and day 3 (at the end of the intervention)Difference of response time between levels where the target mole is presented among non-salient distractors (levels 3 and 4), salient distractors (levels 1 and 2) and no-distractors (level 0) in REAsmashVR (evaluation module)

Secondary

MeasureTime frameDescription
Motor function - Coefficient of variation of the velocity in immersive virtual realityDay 1 (before intervention), day 2 and day 3 (at the end of the intervention)Ratio between the standard deviation of the instant velocity and the mean velocity
Motor function - Lpath in immersive virtual realityDay 1 (before intervention), day 2 and day 3 (at the end of the intervention)Total distance covered by the controller during the task
Motor function - Headpath in immersive virtual realityDay 1 (before intervention), day 2 and day 3 (at the end of the intervention)Total distance covered by the headset during the task
Activity transfer - TEMPA_glassDay 1 (before intervention) and day 3 (at the end of the intervention)The TEMPA (Test Évaluatif des Membres Supérieurs de Personnes Âgées) is an assessment designed to evaluate upper limb function in older adults, encompassing the performance of nine routine upper limb activities. Within the scope of this study, the investigators intend to assess participants' performance specifically in one of these tasks: pouring a glass of liquid and subsequently drinking it. The measurement will focus on the time taken by participants to complete this particular activity.
Activity transfer - Box and Block TestDay 1 (before intervention) and day 3 (at the end of the intervention)The Box and Block Test (BBT) is a standardized performance-based assessment used to evaluate manual dexterity and upper extremity function, particularly in the context of gross motor skills. The test involves a wooden box divided into two compartments by a partition. Within one compartment, there are a certain number of wooden blocks. The objective of the test is to move as many blocks as possible from one side of the box to the other within 60s.
Cognition - Number of false positive in immersive virtual realityDay 1 (before intervention) and day 3 (at the end of the intervention)The count of erroneously hit distractor moles in the VR evaluation module of REAsmash.
Cognition - Number of omissions in immersive virtual realityDay 1 (before intervention) and day 3 (at the end of the intervention)The count of omitted target moles in the VR evaluation module of REAsmash.
Cognition transfer - Deary-Liewald reaction time taskDay 1 (before intervention) and day 3 (at the end of the intervention)A computerized test wherein participants are prompted to accurately respond to stimuli presented in either one or four squares at randomized intervals.
Motor function transfer - Finger Nose TestDay 1 (before intervention) and day 3 (at the end of the intervention)Motor-coordination test where participants are asked to touch their nose and a circular target (3 cm diameter) disposed on a wall 30cm away in the horizontal plane. Participants must realize as many repetitions as possible in 20s without missing the nose or the target.
Motor function - Coefficient of linearity in immersive virtual realityDay 1 (before intervention), day 2 and day 3 (at the end of the intervention)Ratio between the ideal path (the length of the ideal route) and the distance covered by the controller
Motor function - Mean velocity in immersive virtual realityDay 1 (before intervention), day 2 and day 3 (at the end of the intervention)Ratio between the distance covered by the controller and the duration of the task
Motor function - Peak velocity in immersive virtual realityDay 1 (before intervention), day 2 and day 3 (at the end of the intervention)Highest instant velocity observed during the movement

Other

MeasureTime frameDescription
Feasibility - Number of adverse eventsDay 1 (before intervention), day 2 and day 3 (at the end of the intervention)The count of adverse events
Feasibility - Number of drop-outsDay 1 (before intervention), day 2 and day 3 (at the end of the intervention)The count of participants that will not finish the experiment
Participants' perception of immersive virtual reality and serious gamesDay 3 (at the end of the intervention)Semi-structured interviews
Effectiveness of participants maskingDay 3 (at the end of the intervention)A Likert scale incorporating a confidence ratio, wherein participants are required to estimate and express their confidence level regarding the arm in which they were allocated

Countries

Canada

Outcome results

None listed

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