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OpenTrials
Completed

NCT Number: NCT06117319

Immersive Technology and Virtual Reality as a Health Support Tool in a Residence for the Elderly

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.

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Key information

Age range

64 year and older

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Edith Martin

Québec, Quebec, G1S1C1, Canada

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Independent person living in the sponsor's retirement home

Exclusion criteria

  • Having a pacemaker
  • Being at risk for epilepsy

Treatment and study plan

Individual assistance Virtual reality training sessions

Other

5 virtual reality training sessions where feedback will be provided to each individual by the research team

Collective assistance Virtual reality training sessions

Other

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.

Primary outcomes

  1. Learning of Virtual Reality Tasks

    Time frame: 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)

    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).

  2. Ease

    Time frame: 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)

    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.

  3. Sense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5

    Time frame: 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)

    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.

  4. Satisfaction With Supervision

    Time frame: 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)

    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.

Secondary outcomes

  1. Stress Level at the Start of the Session

    Time frame: 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)

    Measurement of the participants' stress level using a 1-item scale from 1 to 5 (lower score means higher stress), total scale range is 1 to 5

  2. Desire to Play Virtual Reality Games

    Time frame: 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)

    number of participants mentionning the desire to play virtual reality games

Sponsors and collaborators

Lead sponsor

TOPMED

Other

Collaborators

  • Natural Sciences and Engineering Research Council, Canada
  • SEC Fonds Immobilier Groupe Maurice

Registry information

Official study title

Development and Validation of Sports Facilities in a Supportive Environment to Improve the Well-being of the Elderly

Important dates

Study start
2023
Primary completion
2024
Study completion
2024
First posted
Nov 7, 2023
Registry last updated
Aug 27, 2025

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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