Virtual Reality and Technologies for Elderly
Aging Well by Being Connected - Phase 1
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.
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Study Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Contact
Study Contact
- Name: Edith Martin
- Phone Number: 4187801301
- Email: emartin@topmed.ca
Study Locations
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-
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Quebec, Canada, G1S1C1
- Topmed
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-
Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
- Older Adult
Accepts Healthy Volunteers
Description
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
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Supportive Care
- Allocation: Randomized
- Interventional Model: Crossover Assignment
- Masking: None (Open Label)
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
|
Experimental: 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.
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three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
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Experimental: 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.
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three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
|
What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Perception of Immersive Technologies Experience
Time Frame: Immediately after each intervention (Week 1, Week 2)
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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).
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Immediately after each intervention (Week 1, Week 2)
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Integration of Virtual Reality
Time Frame: Immediately after each intervention (Week 1, Week 2)
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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), .
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Immediately after each intervention (Week 1, Week 2)
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Acceptability of Immersive Technologies
Time Frame: Immediately after each intervention (Week 1, Week 2)
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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).
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Immediately after each intervention (Week 1, Week 2)
|
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Change From Baseline in Interest in Immersive Activities
Time Frame: Baseline and immediately after each intervention (Week 1, Week 2)
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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);
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Baseline and immediately after each intervention (Week 1, Week 2)
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Secondary Outcome Measures
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Change in interest in immersive activities
Time Frame: Baseline and immediately after the intervention
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Total score for 13 questions with 3 point scale (low, medium, high respectively scored 1,2,3)
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Baseline and immediately after the intervention
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Collaborators and Investigators
Sponsor
Sponsor
Collaborators
Collaborators
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Actual)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Actual)
First Posted
Study Record Updates
Last Update Posted (Actual)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Keywords
Other Study ID Numbers
Other Study ID Numbers
- RD-407_VR 50+
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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