- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT06597591
Virtual Reality Training for Inhibitory Control in Neurocognitive Disorders (VR4IC)
Acceptability of a VR-based Training for Inhibitory Control in Subjects With Neurocognitive Disorders
Study Overview
Status
Conditions
Intervention / Treatment
Study Type
Enrollment (Estimated)
Phase
- Not Applicable
Contacts and Locations
Study Contact
- Name: Lemaire Justine
- Phone Number: +330492034778
- Email: lemaire.j@chu-nice.fr
Study Locations
-
-
-
Nice, France, 06000
- Recruiting
- Chu de Nice
-
Contact:
- Valérie Foussat
- Phone Number: +330493034011
- Email: foussat.v@chu-nice.fr
-
-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
- Older Adult
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- consulting the Nice hospital Memory Center
- diagnosis of Mild Neurocognitve Disorder or slight major neurocognitive disorder (DSM V)
- 60 years old or more
- presence of deficits in inhibitory control as assessed by the Frontal Assessment Battery
- fluent in French
- able to understand the informed consent form and voluntarily consents to participate
Exclusion Criteria:
- presence of significant vision or motor problems which would impact ability to perform the task
- significant self-reported motion sickness
- vulnerable persons as defined in articles L1121-5 to 8 of the French Public Health Code
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Other
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: Serious game on VR headset ( immersive VR)
After enrolment, patients will have 8 sessions (2 times per week for 4 weeks) of 20 minutes playing the serious game with a VR Headset.
|
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.
|
|
Experimental: Serious game on tablet ( non Immersive VR)
After enrolment, patients will have 8 sessions (2 times per week for 4 weeks) of 20 minutes playing the serious game on a tablet.
|
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.
|
|
Experimental: Waiting Serious game on VR headset (Waiting immersive VR)
2-month after enrolment, patients will have 8 sessions (2 times per week for 4 weeks) of 20 minutes playing the serious game with a VR Headset.
|
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.
|
|
Experimental: Waiting Serious game on tablet ( Waiting non Immersive VR)
2-month after enrolment, patients will have 8 sessions (2 times per week for 4 weeks) of 20 minutes playing the serious game with a VR Headset.
|
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.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) Questionnaire
Time Frame: at inclusion
|
Questionnaire 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. |
at inclusion
|
|
UTAUT 2 Questionnaire
Time Frame: at 4-week
|
Questionnaire 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. |
at 4-week
|
|
UTAUT 2 Questionnaire
Time Frame: at 8-week
|
Questionnaire 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. |
at 8-week
|
|
UTAUT 2 Questionnaire
Time Frame: at 16-week
|
Questionnaire 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. |
at 16-week
|
|
UTAUT 2 Questionnaire
Time Frame: at 20-week
|
Questionnaire 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. |
at 20-week
|
|
UTAUT 2 Questionnaire
Time Frame: at 24-week
|
Questionnaire 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. |
at 24-week
|
Collaborators and Investigators
Investigators
- Principal Investigator: Guillaume SACCO, MD, Centre Hospitalier Universitaire de Nice
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Estimated)
Study Completion (Estimated)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Estimated)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
- 24-PP-06 VR4IC
- Numéro ID RCB: 2024-A01142-45 (Other Identifier: ANSM)
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
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
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