Immersive Technology and Virtual Reality as a Health Support Tool in a Residence for the Elderly
Development and Validation of Sports Facilities in a Supportive Environment to Improve the Well-being of the Elderly
1 other identifier
interventional
34
1 country
1
Brief Summary
The purpose of this clinical trial is to learn more about the potential for using virtual reality in older adults living in residences for elderly to maintain health (physical activity, cognitive activity, social behaviors). The main questions it aims to answer are:
- To what extent can virtual reality be a tool to support health in older adults?
- What are the support needs of older adults in learning to use this immersive technology? Participants are invited to complete 5 weekly training sessions on the use of a virtual reality headset. At the beginning and end of each session, participants will complete a questionnaire on their perception of their experience. During the sessions, the participants are asked to test games that mobilize the upper limbs. Two learning modalities are set up in two separate groups. These modalities aim to test two different support formulas in order to compare the support needs of the elderly in the use and integration of virtual reality to support the activities and health of this population.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Feb 2023
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
Study Start
First participant enrolled
February 27, 2023
CompletedFirst Submitted
Initial submission to the registry
September 13, 2023
CompletedFirst Posted
Study publicly available on registry
November 7, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
April 16, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
April 16, 2024
CompletedResults Posted
Study results publicly available
August 27, 2025
CompletedAugust 27, 2025
August 1, 2025
1.1 years
September 13, 2023
April 11, 2025
August 7, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (4)
Learning of Virtual Reality Tasks
Total score on 43 different tasks using a 5 point scale for each task(impossible(0), completion with external help(1), delay before individual completion and multiple repetitions(2), individual completion with less than 2 repetitions(3), individual completion without repetition(4) scored from 0 to 4 respectively). Scores for each session are averaged (Total score range from 0 to 4). Interpretations should be taken with caution(see Analysis population description).
During each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)
Ease
Measurement of the perception of ease using a one item 5 point scale (higher score means higher ease during the session).Total score range from 1 to 5.
Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)
Sense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5
measurement of the perception of sense of control using a one item 1-5 point scale (higher score means higher sense of control during the session).Total score range from 1 to 5.
Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)
Satisfaction With Supervision
measurement of the perception of satisfaction using a one item 5 point scale (higher score means higher satisfaction during the session). Total score range from 1 to 5.
Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)
Secondary Outcomes (2)
Stress Level at the Start of the Session
Immediately before each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)
Desire to Play Virtual Reality Games
Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)
Study Arms (2)
Individual assistance
EXPERIMENTAL5 sessions with individual assistance The Virtual Reality (VR) activity will take the form of five (5) weekly training sessions. * Session 1(day 1): Basics of VR. * Session 2(day 8): 1-multiplayer game mode. * Session 3(day 15): Playing with a library. Browsing a library * Session 4(day 22): 2-individual game mode. * Session 5(day 29): Game practice. For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls.
Collective assistance
EXPERIMENTAL4 sessions with collective assistance and 1 session with individual assistance (session 5) The Virtual Reality (VR) activity will take the form of five (5) training sessions. * Session 1(day 1): Basics of VR. * Session 2(day 8): 1-multiplayer game mode. * Session 3(day 15): Playing with a library. Browsing a library * Session 4(day 22): 2-individual game mode. * Session 5(day 29): Game practice. For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls. The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group.
Interventions
5 virtual reality training sessions where feedback will be provided to each individual by the research team
4 virtual reality training sessions where feedback will be provided to the whole group by the research team and 1 session where feedback will be individual. No participant was ever assigned to this intervention.
Eligibility Criteria
You may qualify if:
- Independent person living in the sponsor's retirement home
You may not qualify if:
- Having a pacemaker
- Being at risk for epilepsy
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- TOPMEDlead
- Natural Sciences and Engineering Research Council, Canadacollaborator
- SEC Fonds Immobilier Groupe Mauricecollaborator
Study Sites (1)
Edith Martin
Québec, Quebec, G1S1C1, Canada
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Limitations and Caveats
The collective assistance group was abandoned because tests revealed issues with the ability of participants to help each other during VR sessions. No participants were ever assigned to this group. Primary outcome 1 has a 80% missing data ratio for some tasks, futhermore missing data was present in all participants. Interpretations should be taken with caution.
Results Point of Contact
- Title
- Edith Martin
- Organization
- Topmed
Publication Agreements
- PI is Sponsor Employee
- No
- Restriction Type
- LTE60
- Restrictive Agreement
- Yes
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- SUPPORTIVE CARE
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
September 13, 2023
First Posted
November 7, 2023
Study Start
February 27, 2023
Primary Completion
April 16, 2024
Study Completion
April 16, 2024
Last Updated
August 27, 2025
Results First Posted
August 27, 2025
Record last verified: 2025-08
Data Sharing
- IPD Sharing
- Will not share