Virtual Reality and Technologies for Elderly

Study Overview
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Brief Summary
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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.

Official Title
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Aging Well by Being Connected - Phase 1

Conditions
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Aging Well

Intervention / Treatment
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* Device: Virtual reality games


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Be 50 years old or older Exclusion Criteria: Having functional limitations Having cognitive impairments Being at risk of epilepsy Not being autonomus Having a pacemaker

Ages Eligible for Study
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Minimum Age: 50 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Supportive Care
Allocation: Randomized
Intervention Model: Crossover Assignment
Interventional Model Description: All participants will test both multiplayer and individual games. Order of testing is reversed in between arms.
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Individual then multiplayer games<br>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<br>* three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.<br>|
| Experimental: Multiplayer then individual games<br>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<br>* three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Perception of immersive technologies experience | Satisfaction with the trials, challenges encountered measured with 4 open questions during the focus group | Immediately after the intervention | 
| Integration of virtual reality | Integration factors in daily life, usefulness for the intergenerational link, barriers to integration with 3 open questions during the focus group. | Immediately after the intervention | 
| Acceptability of immersive technologies | Intention to use with one open question during the focus group. | Immediately after the intervention | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Change in interest in immersive activities | Total score for 13 questions with 3 point scale (low, medium, high respectively scored 1,2,3) | Baseline and immediately after the intervention | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Older adults, Aging well, Virtual reality, Immersive technology, Physical activity, Cognitive activity, Social behaviour