Virtual Reality and Technologies for Elderly
Study Details
Study Description
Brief Summary
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:
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What are the needs and expectations in terms of immersive activities and intervention methods according to age?
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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.
Condition or Disease | Intervention/Treatment | Phase |
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N/A |
Study Design
Arms and Interventions
Arm | Intervention/Treatment |
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Experimental: Individual then multiplayer games 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. |
Device: Virtual reality games
three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
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Experimental: Multiplayer then individual games 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. |
Device: Virtual reality games
three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
|
Outcome Measures
Primary Outcome Measures
- Perception of immersive technologies experience [Immediately after the intervention]
Satisfaction with the trials, challenges encountered measured with 4 open questions during the focus group
- Integration of virtual reality [Immediately after the intervention]
Integration factors in daily life, usefulness for the intergenerational link, barriers to integration with 3 open questions during the focus group.
- Acceptability of immersive technologies [Immediately after the intervention]
Intention to use with one open question during the focus group.
Secondary Outcome Measures
- Change in interest in immersive activities [Baseline and immediately after the intervention]
Total score for 13 questions with 3 point scale (low, medium, high respectively scored 1,2,3)
Eligibility Criteria
Criteria
Inclusion Criteria:
- Be 50 years old or older
Exclusion Criteria:
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Having functional limitations
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Having cognitive impairments
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Being at risk of epilepsy
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Not being autonomus
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Having a pacemaker
Contacts and Locations
Locations
Site | City | State | Country | Postal Code | |
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1 | TOPMED | Quebec | Canada | G1S1C1 |
Sponsors and Collaborators
- TOPMED
- Conseil de recherches en sciences naturelles et en génie du Canada
- SEC Fonds Immobilier Groupe Maurice
- Fédération Québécoise des Loisirs en Institution
- Fédération de l'Age D'Or du Québec
Investigators
None specified.Study Documents (Full-Text)
None provided.More Information
Publications
None provided.- RD-407_VR 50+