Gamified VR Sports for Elderly Suicidal Ideation
VR-LIFE-SI
Development of Innovative Strategies for Improving Life Satisfaction in Elderly With Suicidal Ideation: The Impact of Gamified VR Sports Training
1 other identifier
interventional
110
1 country
1
Brief Summary
Detailed Description: This quasi-experimental study investigates the effectiveness of a gamified sports exercise intervention delivered through virtual reality (VR) to improve mental health and life expectancy in elderly individuals aged 60 and over who are experiencing suicidal thoughts. The study aims to address the following research questions: How do gamified sports exercises in a virtual reality environment impact the mental health of elderly individuals with suicidal thoughts? What differences in mental health outcomes are observed between participants engaging in gamified VR exercises and those participating in conventional sports exercises? The study design involves two groups: Experimental Group: Participants will engage in VR-based sports training sessions that incorporate gamification elements, such as rewards, competition, and interactive challenges. Control Group: Participants will participate in traditional sports exercises without gamification or VR components. Procedures: Baseline Assessment: All participants will complete a life expectancy questionnaire and standardized mental health assessments to establish baseline data. Intervention: The experimental group will undergo a series of VR-based sports training sessions, designed to be engaging and immersive, with gamified elements to enhance motivation and adherence. The control group will participate in conventional sports exercises, such as light aerobic activities or stretching, delivered in a standard, non-gamified format. Post-Intervention Assessment: Mental health outcomes, including changes in suicidal ideation, life satisfaction, and overall well-being, will be evaluated using validated questionnaires and scales. Expected Outcomes: The study hypothesizes that the experimental group will demonstrate significant improvements in mental health outcomes, including reduced suicidal ideation and increased life satisfaction, compared to the control group. The findings aim to provide evidence-based insights into the potential of gamified VR interventions as a non-pharmacological strategy to enhance the well-being of elderly individuals at risk for suicide. This study contributes to the growing body of research on innovative approaches to mental health support for vulnerable populations, with a focus on leveraging technology to improve quality of life and reduce suicide risk among the elderly.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Oct 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
October 14, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
November 25, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
December 20, 2024
CompletedFirst Submitted
Initial submission to the registry
February 11, 2025
CompletedFirst Posted
Study publicly available on registry
March 4, 2025
CompletedMarch 4, 2025
March 1, 2025
1.1 years
February 11, 2025
March 3, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Change in Suicidal Ideation as Measured by the Beck Scale for Suicide Ideation (BSSI)
Description: The Beck Scale for Suicide Ideation (BSSI) is a validated 21-item questionnaire used to assess the intensity and frequency of suicidal thoughts. Scores range from 0 to 38, with higher scores indicating greater severity of suicidal ideation. This measure will be administered at baseline and after 2 months of participation to evaluate changes in suicidal ideation among elderly participants.
Baseline and post-intervention (2 months).
Change in Depressive Symptoms as Measured by the Patient Health Questionnaire-9 (PHQ-9)
Description: The Patient Health Questionnaire-9 (PHQ-9) is a validated 9-item questionnaire used to assess the severity of depressive symptoms based on DSM-5 criteria. Scores range from 0 to 27, with higher scores indicating more severe depression. This measure will be administered at baseline and after 2 months of participation to evaluate changes in depressive symptoms among elderly participants.
Baseline and post-intervention (2 months).
Study Arms (2)
Gamified Virtual Reality Sports Exercise Program for Elderly Individuals with Suicidal Thoughts
EXPERIMENTALParticipants will engage in a gamified virtual reality (VR) sports exercise program specifically designed for elderly individuals experiencing suicidal thoughts. The intervention consists of structured, immersive VR sessions that incorporate various sports activities tailored to accommodate the physical abilities of the participants. These sessions will utilize gamification elements, including points, rewards, and friendly competition, to enhance motivation and engagement. Participants will join weekly VR exercise sessions guided by trained facilitators who will provide support and encouragement throughout the program. The aim is to foster social interaction among participants, creating a sense of community and reducing feelings of loneliness. Each session will last approximately 60 minutes and will include warm-up exercises, the main VR activity, and a cooldown
Active Comparator: Traditional Sports Exercise Program for Elderly Individuals with Suicidal Thought
EXPERIMENTALParticipants will engage in a traditional sports exercise program aimed at elderly individuals experiencing suicidal thoughts. The intervention consists of structured physical activity sessions that include a variety of low-impact sports and exercises designed for older adults. These activities will be conducted in a supportive group setting to foster social interaction and community engagement. The sessions will be led by experienced facilitators who specialize in elderly fitness and mental health. Each session will last approximately 60 minutes and will include a warm-up, the main exercise component, and a cooldown period to promote physical well-being and relaxation. Participants will be encouraged to engage at their own pace, ensuring that individual capabilities and comfort levels are respected. Behavioral: Traditional Sports Exercise Program Structured physical activity sessions led by experienced facilitators. Low-impact sports and exercises tailored for older adults.
Interventions
Participants in the experimental group will participate in a variety of sports exercises designed in a virtual reality environment utilizing gamification elements to enhance engagement. The intervention will include: * Structured virtual reality sports sessions guided by specially trained facilitators. * Use of gamified features such as rewards, points, and friendly competition to stimulate motivation. * Incorporation of social elements where participants can interact with each other during sessions to foster community and support.
participants will engage in a traditional sports exercise program aimed at elderly individuals experiencing suicidal thoughts. The intervention consists of structured physical activity sessions that include a variety of low-impact sports and exercises designed for older adults. These activities will be conducted in a supportive group setting to foster social interaction and community engagement. The sessions will be led by experienced facilitators who specialize in elderly fitness and mental health. Each session will last approximately 60 minutes and will include a warm-up, the main exercise component, and a cooldown period to promote physical well-being and relaxation. Participants will be encouraged to engage at their own pace, ensuring that individual capabilities and comfort levels are respected.
Eligibility Criteria
You may qualify if:
- Elderly men aged 60 years and older
- Suicidal thoughts confirmed by psychological evaluation
- Symptoms of depression and loneliness
- Informed consent provided by participant or family
- Residency in Tehran, Iran
You may not qualify if:
- Severe cognitive impairment or dementia
- Current therapeutic interventions for suicidal ideation or mental health issues
- Acute medical conditions requiring immediate attention
- History of severe substance abuse or dependence
- Significant physical disabilities preventing basic physical activity
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Department of Physical Education and Sport Science, Faculty of Humanities and Literature, Sanandaj Branch, Islamic Azad University, Sanandaj, Iran.
Sanandaj, Kurdistan Province, 6616947455, Iran
Related Publications (1)
Chambers, L.W. and L.W. Chambers, Prevalence and monetary costs of dementia in Canada. 2016: Miscellaneous Agency.
BACKGROUND
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Zinat Dr Zinat Ebrahimi, Professor
Islamic Azad University
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- PARTICIPANT, CARE PROVIDER
- Masking Details
- In this study, participants will not be fully masked to group assignment due to the nature of the intervention. However, to mitigate bias in reporting and assessment, care providers who conduct the outcome assessments will be masked to the group assignments of the participants. This means that the assessors evaluating participants' mental health and life expectancy outcomes will not know whether individuals belong to the experimental group (engaging in VR-based sports exercises) or the control group (participating in traditional exercises). Additionally, researchers conducting the data analysis will also remain blinded to group allocations to ensure objective evaluation of results and reduce any potential biases during interpretation. This masking approach is designed to preserve the integrity of the study findings and ensure that the effects of the intervention are accurately attributed to the gamified VR sports exercises.
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Assistant Professor, Department of Physical Education and Sport Science
Study Record Dates
First Submitted
February 11, 2025
First Posted
March 4, 2025
Study Start
October 14, 2023
Primary Completion
November 25, 2024
Study Completion
December 20, 2024
Last Updated
March 4, 2025
Record last verified: 2025-03
Data Sharing
- IPD Sharing
- Will not share
Due to persistent technical difficulties in providing a functional web address for the IPD sharing plan on the clinical trial site, interested parties are encouraged to contact zin368@gmail.com for further information. We have encountered issues that prevent the proper display or access of the sharing link, necessitating this alternative means of communication.