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Virtual Reality Training for Inhibitory Control in Neurocognitive Disorders

Acceptability of a VR-based Training for Inhibitory Control in Subjects With Neurocognitive Disorders

Status
Recruiting
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06597591
Acronym
VR4IC
Enrollment
48
Registered
2024-09-19
Start date
2024-11-18
Completion date
2027-11-18
Last updated
2024-11-20

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

Conditions

Cognitive Disorder

Keywords

inhibitory control, serious game, virtual reality, cognitive disorder

Brief summary

Executive function disorders, such as inhibitory control (IC) difficulties, are very common in older adults with neurocognitive disorders (NCD). Management of these disorders is possible using traditional tools and tools based on new technologies, such as serious games and virtual reality (VR). However, today, few immersive tools exist that are specifically focused on IC training. The present study aims to evaluate the acceptability of an immersive application focused on IC in 48 patients with neurocognitive disorders. Participants that will test either an immersive (VR-headset) or a non-immersive (tablet) version of the application for 4 weeks, twice a week, and fill-in acceptability related questionnaires before, during and after the end of the intervention.

Interventions

8 sessions (2 times per week for 4 weeks) of 20 minutes playing the serious game with a VR Headset. The serious game is inspired by the GoNoGo task.The players' task is to throw objects in a basket matching the active rule. These objects can be of three different colors (red, yellow, and purple) with the presence or absence of stains on them. The objects' color is hidden until the player interacts with them. Example of rule: the active rule is to throw in the basket only the objects in red without stains, yellow with stains, and purple with stains. To earn points, the player must match the rule presented and throw the objects away if they do not match.

DEVICETablet

8 sessions (2 times per week for 4 weeks) of 20 minutes playing the serious game with a tablet. The serious game is inspired by the GoNoGo task.The players' task is to throw objects in a basket matching the active rule. These objects can be of three different colors (red, yellow, and purple) with the presence or absence of stains on them. The objects' color is hidden until the player interacts with them. Example of rule: the active rule is to throw in the basket only the objects in red without stains, yellow with stains, and purple with stains. To earn points, the player must match the rule presented and throw the objects away if they do not match.

Sponsors

Centre Hospitalier Universitaire de Nice
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

Intervention model description

Pseudo-randomisation (controlling for demographic and clinical features, and previous VR experience)

Eligibility

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

Inclusion criteria

1. consulting the Nice hospital Memory Center 2. diagnosis of Mild Neurocognitve Disorder or slight major neurocognitive disorder (DSM V) 3. 60 years old or more 4. presence of deficits in inhibitory control as assessed by the Frontal Assessment Battery 5. fluent in French 6. able to understand the informed consent form and voluntarily consents to participate

Exclusion criteria

1. presence of significant vision or motor problems which would impact ability to perform the task 2. significant self-reported motion sickness 3. vulnerable persons as defined in articles L1121-5 to 8 of the French Public Health Code

Design outcomes

Primary

MeasureTime frameDescription
Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) Questionnaireat inclusionQuestionnaire of acceptability / acceptance of the tool and its use by professionals based on the Unified Theory of Acceptance and Use Technology. The UTAUT2 questionnaire contains 25 questions and evaluates variables including Performance Expectancy, Effort Expectancy, Social Influence, Facility Conditions.. Each question is measured using a 7-point Likert scale, from 1 (strongly disagree) to 7 (strongly agree). Higher scores indicate a better outcome, reflecting greater acceptance and intention to use the technology.
UTAUT 2 Questionnaireat 4-weekQuestionnaire of acceptability / acceptance of the tool and its use by professionals based on the Unified Theory of Acceptance and Use Technology. The UTAUT2 questionnaire contains 25 questions and evaluates variables including Performance Expectancy, Effort Expectancy, Social Influence, Facility Conditions. Each question is measured using a 7-point Likert scale, from 1 (strongly disagree) to 7 (strongly agree). Higher scores indicate a better outcome, reflecting greater acceptance and intention to use the technology.

Countries

France

Contacts

Primary ContactLemaire Justine
lemaire.j@chu-nice.fr+330492034778

Outcome results

None listed

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