Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
NA
52 participants
INTERVENTIONAL
2016-08-31
2017-12-31
Brief Summary
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Detailed Description
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Method/Design: It will be an experimental, prospective longitudinal study which will use serious games with virtual reality to improve the socialization of elderly people. A minimum of 23 people aged 60 years and older, of both sexes, from an informatics course for beginners will participate in the study. The evaluation will consist mainly in answering two validated questionnaires on socialization, the short Social and Emotional Loneliness Scale for Adults (SELSA-S) and short-form UCLA Loneliness Scale (ULS-6). Reaction time and performance will also be measured by three virtual reality games, namely Reaction Time, Random and Moviletrando. All this evaluation will be repeated in three moments: T0 - at baseline; T1 - after 8 conventional informatics classes and; T2 - after 8 informatics classes which includes 15 minutes for practicing virtual reality games.
Discussion: This study will determine whether the practice of virtual reality games in addition to the usual informatics classes contributes to elderly socialization. The evolution in socialization, the evolution of reaction time and performance in virtual reality games and the correlation of motor learning to socialization will also be investigated.
Conditions
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Study Design
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NA
SINGLE_GROUP
PREVENTION
NONE
Study Groups
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Single arm study
A minimum of 46 elderly, students of a informatics course, will participate in the study. Initially, the students will have 8 usual informatics classes in the institution where they were enrolled spontaneously. Then, during the next 8 classes (from class 9 to class 16) they will practice 10 minutes of virtual reality games, as part of the class.
Single arm study
In Step 1 the elderly will participate of eight conventional computer classes which they were spontaneously enrolled. In Step 2, 10 minutes of the next eight classes will be used to practice serious games using virtual reality, using physical interface (keyboard or mouse).
Interventions
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Single arm study
In Step 1 the elderly will participate of eight conventional computer classes which they were spontaneously enrolled. In Step 2, 10 minutes of the next eight classes will be used to practice serious games using virtual reality, using physical interface (keyboard or mouse).
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* both sexes
* spontaneously enrolled in the informatics beginner class for seniors of the Center of Reference for Elderly (CRI) in Ribeirão Pires
Exclusion Criteria
* do not completion of the three moments of assessment;
* having motor impairment of the upper limbs or cognition impairment,which prevents them to practice the games.
60 Years
ALL
Yes
Sponsors
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Faculdade de Medicina do ABC
OTHER
Responsible Party
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Thaiany Pedrozo Campos Antunes
Master
Principal Investigators
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Thaiany Antunes, Master
Role: PRINCIPAL_INVESTIGATOR
Faculdade de Medicina do ABC
Locations
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Faculdade de Medicina do ABC
Santo André, São Paulo, Brazil
Countries
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References
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Antunes TPC, Oliveira ASB, Crocetta TB, Antao JYFL, Barbosa RTA, Guarnieri R, Massetti T, Monteiro CBM, Abreu LC. Computer classes and games in virtual reality environment to reduce loneliness among students of an elderly reference center: Study protocol for a randomised cross-over design. Medicine (Baltimore). 2017 Mar;96(10):e5954. doi: 10.1097/MD.0000000000005954.
Other Identifiers
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52305215.3.0000.0082
Identifier Type: -
Identifier Source: org_study_id
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