Virtual Reality and Technologies for Elderly
Aging Well by Being Connected - Phase 1
1 other identifier
interventional
7
1 country
1
Brief Summary
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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Apr 2023
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
March 6, 2023
CompletedStudy Start
First participant enrolled
April 14, 2023
CompletedFirst Posted
Study publicly available on registry
October 10, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
February 9, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
February 9, 2024
CompletedResults Posted
Study results publicly available
July 29, 2025
CompletedJuly 29, 2025
July 1, 2025
10 months
March 6, 2023
April 11, 2025
July 10, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (4)
Perception of Immersive Technologies Experience
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).
Immediately after each intervention (Week 1, Week 2)
Integration of Virtual Reality
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), .
Immediately after each intervention (Week 1, Week 2)
Acceptability of Immersive Technologies
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).
Immediately after each intervention (Week 1, Week 2)
Change From Baseline in Interest in Immersive Activities
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);
Baseline and immediately after each intervention (Week 1, Week 2)
Study Arms (2)
Individual then multiplayer games
EXPERIMENTALParticipants 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.
Multiplayer then individual games
EXPERIMENTALParticipants 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.
Interventions
three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
Eligibility Criteria
You may qualify if:
- Be 50 years old or older
You may not qualify if:
- Having functional limitations
- Having cognitive impairments
- Being at risk of epilepsy
- Not being autonomus
- Having a pacemaker
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- TOPMEDlead
- Natural Sciences and Engineering Research Council, Canadacollaborator
- SEC Fonds Immobilier Groupe Mauricecollaborator
- Fédération Québécoise des Loisirs en Institutioncollaborator
- Fédération de l'Age D'Or du Québeccollaborator
Study Sites (1)
TOPMED
Québec, Quebec, G1S1C1, Canada
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Results Point of Contact
- Title
- Edith Martin
- Organization
- Topmed
Publication Agreements
- PI is Sponsor Employee
- No
- Restrictive Agreement
- No
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- SUPPORTIVE CARE
- Intervention Model
- CROSSOVER
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
March 6, 2023
First Posted
October 10, 2023
Study Start
April 14, 2023
Primary Completion
February 9, 2024
Study Completion
February 9, 2024
Last Updated
July 29, 2025
Results First Posted
July 29, 2025
Record last verified: 2025-07
Data Sharing
- IPD Sharing
- Will not share