50 Participants Needed

Virtual Reality Games for Healthy Aging

ÉM
Overseen ByÉdith Martin
Age: 18+
Sex: Any
Trial Phase: Academic
Sponsor: TOPMED
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)
Approved in 3 JurisdictionsThis treatment is already approved in other countries

Trial Summary

What is the purpose of this trial?

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.

Do I need to stop my current medications for this trial?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the treatment Virtual Reality Games for Healthy Aging?

Research shows that virtual reality games can improve motivation and enjoyment in therapy, which may lead to better adherence and outcomes. Studies also suggest that VR games can enhance mobility skills and balance in older adults, potentially helping with fall prevention.12345

Is it safe for humans to use virtual reality games for health purposes?

Research shows that immersive virtual reality games are generally safe for humans, with no serious adverse events reported in a study involving patients with brain injuries. Some users may experience mild side effects like dizziness, but these are not common.678910

How is the virtual reality treatment for healthy aging different from other treatments?

The virtual reality treatment for healthy aging is unique because it uses interactive video games to encourage physical activity and improve balance in older adults, which is not a common approach in traditional therapies. This method is innovative as it combines entertainment with exercise, making it more engaging and potentially more effective for fall prevention and mobility improvement.58111213

Eligibility Criteria

This trial is for individuals who are 50 years or older and interested in how virtual reality can support healthy aging. It's not suitable for those with functional limitations, cognitive impairments, epilepsy risks, non-autonomy, or a pacemaker.

Inclusion Criteria

You are 50 years or older.

Exclusion Criteria

Having functional limitations
Having cognitive impairments
Being at risk of epilepsy
See 2 more

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Preliminary Assessment

Participants complete a preliminary questionnaire about their activity habits and preferences

1 week
1 visit (virtual)

Intervention

Participants engage in individual or multiplayer virtual reality game trials followed by a post-trial discussion and questionnaire completion

2 weeks
Multiple sessions (virtual)

Follow-up

Participants are monitored for changes in interest and perception of immersive activities

Immediately after intervention

Treatment Details

Interventions

  • Virtual Reality Games
Trial Overview The study explores the impact of virtual reality games on physical, cognitive, and social health in older adults. Participants will answer questions about their habits and try out VR games to see if different modes affect their experience.
Participant Groups
2Treatment groups
Experimental Treatment
Group I: Multiplayer then individual gamesExperimental Treatment1 Intervention
Participants 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.
Group II: Individual then multiplayer gamesExperimental Treatment1 Intervention
Participants 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.

Find a Clinic Near You

Who Is Running the Clinical Trial?

TOPMED

Lead Sponsor

Trials
10
Recruited
290+

Fédération de l'Age D'Or du Québec

Collaborator

Trials
1
Recruited
50+

Fédération Québécoise des Loisirs en Institution

Collaborator

Trials
1
Recruited
50+

Conseil de recherches en sciences naturelles et en génie du Canada

Collaborator

Trials
3
Recruited
110+

SEC Fonds Immobilier Groupe Maurice

Collaborator

Trials
2
Recruited
100+

Findings from Research

Involving end users, such as therapists and rehabilitation clients, in the research and implementation of virtual reality (VR) and active video games (AVGs) can significantly improve the alignment of these technologies with their needs, potentially increasing clinical uptake.
The authors identified common benefits from user engagement, including enhanced buy-in from therapists and better technology integration, while also noting challenges in balancing technology capabilities with practical rehabilitation goals.
End-user involvement in rehabilitation virtual reality implementation research.Proffitt, R., Glegg, S., Levac, D., et al.[2022]
The mobile game-based VR rehabilitation program (MoU-Rehab) significantly improved upper extremity function in stroke patients compared to conventional therapy, as measured by the Fugl-Meyer Assessment and other metrics.
The program was well-tolerated with no adverse effects reported, and patients expressed high satisfaction, indicating its feasibility as a rehabilitation tool for upper limb recovery after ischemic stroke.
Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke.Choi, YH., Ku, J., Lim, H., et al.[2019]
The study involving 24 older women (average age 70.5 years) demonstrated that a combined pelvic floor muscle exercises and virtual reality rehabilitation (PFM/VRR) program is feasible, with high participation and adherence rates (91% and 92% respectively).
Post-treatment results showed significant improvements in urinary incontinence symptoms and quality of life, with 91% of participants reporting high satisfaction with the program, indicating its potential as an effective treatment option for mixed urinary incontinence.
Virtual reality rehabilitation as a treatment approach for older women with mixed urinary incontinence: a feasibility study.Elliott, V., de Bruin, ED., Dumoulin, C.[2019]

References

End-user involvement in rehabilitation virtual reality implementation research. [2022]
Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke. [2019]
Virtual reality rehabilitation as a treatment approach for older women with mixed urinary incontinence: a feasibility study. [2019]
Immersion of virtual reality for rehabilitation - Review. [2018]
Do virtual reality games improve mobility skills and balance measurements in community-dwelling older adults? Systematic review and meta-analysis. [2019]
Safety and Potential Usability of Immersive Virtual Reality for Brain Rehabilitation: A Pilot Study. [2023]
If We Build It, Will They Come? A Qualitative Study of Key Stakeholder Opinions on the Implementation of a Videogame Intervention for Risk Reduction in Adolescents. [2023]
The effectiveness of virtual reality training in reducing the risk of falls among elderly people. [2022]
The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial. [2020]
A Virtual Reality Game-Like Tool for Assessing the Risk of Falling in the Elderly. [2019]
Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review. [2018]
Effectiveness of non-immersive virtual reality exercises for balance and gait improvement in older adults: A meta-analysis. [2023]
13.United Statespubmed.ncbi.nlm.nih.gov
Interactive Videogame Technologies to Support Independence in the Elderly: A Narrative Review. [2015]
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