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

Study Overview
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Brief Summary
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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 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.

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

Conditions
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Aging Well

Intervention / Treatment
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* Other: Individual assistance Virtual reality training sessions
* Other: Collective assistance Virtual reality training sessions


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Independent person living in the sponsor's retirement home Exclusion Criteria: Having a pacemaker Being at risk for epilepsy

Ages Eligible for Study
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Minimum Age: 64 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: Parallel Assignment
Interventional Model Description: 2 groups with different learning modalities (individual feedback compared to collective feedback)
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Individual assistance<br>5 sessions with individual assistance The Virtual Reality (VR) activity will take the form of five (5) training sessions. Session 1: Basics of VR. Session 2: 1-multiplayer game mode. Session 3: Playing with a library. Browsing a library Session 4: 2-individual game mode. Session 5: Game practice. For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls. | Other: Individual assistance Virtual reality training sessions<br>* 5 virtual reality training sessions where feedback will be provided to each individual by the research team<br>|
| Experimental: Collective assistance<br>4 sessions with collective assistance and 1 session with individual assistance (session 5) The Virtual Reality (VR) activity will take the form of five (5) training sessions. Session 1: Basics of VR. Session 2: 1-multiplayer game mode. Session 3: Playing with a library. Browsing a library Session 4: 2-individual game mode. Session 5: Game practice. For each session, in small groups of 3 people, it will be proposed to test games requiring only movements of the upper limbs of low to moderate intensity. Sitting will be mandatory for the tests in order to avoid falls. | Other: Collective assistance Virtual reality training sessions<br>* 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.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Learning of virtual reality tasks | Total score on 43 different tasks using a 5 point scale for each task(impossible, help, delay, alone, direct scored from 0 to 4 respectively) . | During each 45 minutes intervention session, up to 6 weeks | 
| Ease | measurement of the perception of ease using a 5 point scale (higher score means higher ease during the session) | Immediately after each 45 minutes intervention session, up to 6 weeks | 
| Sense of control: measurement of the participants' sense of control using a scale from 1 to 5 | measurement of the perception of sense of control using a 5 point scale (higher score means higher sens of control during the session) | Immediately after each 45 minutes intervention session, up to 6 weeks | 
| Satisfaction with supervision | measurement of the perception of satisfaction using a 5 point scale (higher score means higher satisfaction during the session) | Immediately after each 45 minutes intervention session, up to 6 weeks | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Stress Level at the start of the session | measurement of the participants' stress level using a scale from 1 to 5 (higher score means higher stress during the session) | Immediately before each 45 minutes intervention session, up to 6 weeks | 
| Desire to play virtual reality games | measurement of the participants' desire to play using an opening question | Immediately before and after each 45 minutes intervention session, up to 6 weeks | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Aging well, virtual reality, activity, learning