Centre for Addictions and Mental Health (CAMH)
Toronto, Ontario, L5V 2X3, Canada
Location status: Recruiting
NCT Number: NCT06732128
Behavioural and psychological symptoms of dementia (BPSD), such as depression affect up to 90% patients with dementia. Non-pharmacological treatment of BPSD, can be difficult to access, require caregiver support, travel, and often have long waiting lists. Virtual reality (VR) is an innovative, portable, immersive, and accessible technology which can be used in-home. More information is required on the feasibility of using VR in-home with older adults with dementia.
Our study will offer a 4-week program of 15-minutes sessions, twice per week nature-based VR program for BPSD delivered in-home by virtual reality (VR). Additionally, caregivers will have the option of taking part in the study and provide feedback regarding the VR intervention. If successful, this project has the potential to prolong aging in place for individuals with BPSD, as BPSD is a significant factor in institutionalization.
Interested in participating?
Request Info50 year and older
All sexes
Interventional
Not applicable
Toronto, Ontario, L5V 2X3, Canada
Location status: Recruiting
The burden of dementia is rapidly growing, affecting nearly 50 million individuals globally and costing $818 billion dollars yearly. Alzheimer's disease (AD) is the most common form of dementia. AD includes changes in mood and behavior, referred to as the behavioral and psychological symptoms of dementia (BPSD). Depression is among the most common BPSD, impacting 50% of older adults with AD. Existing pharmacological treatment for depressive symptoms in AD (AD-D) lack evidence for efficacy and have many potential side effects (e.g. cognitive impairments, falls, mortality), Non-pharmacological interventions have been recommended but are associated with significant challenges such as travel, cost and the difficulty in accessing specialized therapists.
Virtual reality (VR), an immersive audiovisual technology, can address these challenges as it is an accessible and cost-effective intervention which can be delivered in a variety of settings. VR can easily be delivered in-home, and therefore address many of the limitations of traditionally delivered non-pharmacological interventions, such as accessibility, intervention non-adherence and difficulties with maintaining intervention frequency. Additional technology will be utilized to collect physiological data such as movement using the Fitbit Charge 6 and a Muse headband will measure electroencephalogram (EEG). Previous literature on VR based intervention for older adults is limited, with very few randomized control trials, rather it is primarily case studies, cross-sectional studies, and non-immersive VR. However, there are no studies assessing in-home VR for individuals with AD or for AD-D.
We propose a pilot randomized controlled trial (RCT) to assess nature-based VR intervention (N-VR) for AD-D. We will randomize (1:1) 50 participants with AD-D to N-VR vs. an active control intervention of various nature-based videos (N-CI). All participants will receive the intervention as 15-min sessions delivered twice a week, assessor-blinded, for 4 weeks. Assessments will be conducted at baseline, within 7 days of starting the intervention, at follow-up, within 7 days of completing the 4-week course, and after each 15-min session.
Healthy volunteers accepted: No
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
Participants will receive nature-based applications available on the Oculus platform, as well as nature-based 360 videos with the same content as the control group however in a 360 format.
Participants will receive YouTube links to watch nature-based videos on a device (e.g., a tablet).
Time frame: 4 weeks
Hypothesis 1a (Tolerability): Using the Simulator Sickness Questionnaire (SSQ) at the end of the last session, the mean SSQ score for N-VR group will be less than 10 (with 10 or more being the cut-off for clinically significant cybersickness)
Time frame: 4 weeks
The number of sessions completed and major/minor technical issues during the session.
Time frame: 4 weeks
The Personal Involvement Inventory (PII) score mean after the last N-VR completed session.
Time frame: 4 weeks
The Cornell Scale for Depression in Dementia (CSDD) score improvement over 4 weeks for the N-VR versus control group.
Time frame: 4 weeks
The experiences of AD-D participants' caregivers with the VR intervention, VR usability with AD-D, what they liked/had challenges with, and feedback for future VR use with this population (qualitative-focus group).
Time frame: 4 weeks
The preliminary efficacy of N-VR in improving quality of life in individuals with AD-D using the Quality of Life in Alzheimer's Disease (QOL-AD).
Time frame: 4 weeks
The preliminary efficacy of N-VR in improving stress in individuals with AD-D using the Perceived Stress Scale (PSS) and data from the Fitbit Charge 6.
Time frame: 4 weeks
The preliminary efficacy of N-VR in improving attention in individuals with AD-D using the Montreal Cognitive Assessment (MoCA) attention task.
Time frame: 4 weeks
The preliminary efficacy of N-VR in improving pleasure in individuals with AD-D using the Snaith-Hamilton Pleasure Scale (SHAPS).
Time frame: 4 weeks
The preliminary efficacy of N-VR in improving sleep in individuals with AD-D determined by the number of hours the participant slept, collected by the Fitbit Charge 6.
Time frame: 4 weeks
The preliminary efficacy of N-VR in improving calmness in individuals with AD-D using data from the Muse headband.
Time frame: 4 weeks
The preliminary efficacy of N-VR in decreasing loneliness in individuals with AD-D using the UCLA loneliness scale.
Time frame: 4 weeks
The preliminary efficacy of N-VR in improving nature relatedness in individuals with AD-D using the Nature-Relatedness Scale short version (NR-6).
Time frame: 4 weeks
The preliminary efficacy of N-VR in increasing activity in individuals with AD-D, determined by baseline vs post-assessment average over 5 days using Fitbit.
Time frame: 4 weeks
The preliminary efficacy of N-VR in improving presence in individuals with AD-D using the Slater-Usoh-Steed Presence Questionnaire (SUS).
Time frame: 4 weeks
The preliminary efficacy of N-VR in improving immersion using the Immersive Tendencies Questionnaire (ITQ).
Contact information is provided by the study sponsor or research team.
Centre for Addiction and Mental Health
Other
Nature-based Virtual Reality Intervention for Depression in Alzheimer's Disease: a Pilot Randomized Controlled Trial
Acronym: VRN
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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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