Trial Outcomes & Findings for Virtual Reality and Technologies for Elderly (NCT NCT06076148)

NCT ID: NCT06076148

Last Updated: 2025-07-29

Results Overview

4 open questions were asked during the focus group about satisfaction with the trials. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for two themes: appreciated items(things that the participants liked during the games), less appreciated items (things that the participants didn't like during the games).

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

7 participants

Primary outcome timeframe

Immediately after each intervention (Week 1, Week 2)

Results posted on

2025-07-29

Participant Flow

7 candidates were screened for eligibility between April 14, 2023 and May 23, 2023.

7 participants were randomized.

Participant milestones

Participant milestones
Measure
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. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
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. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
Overall Study
STARTED
5
2
Overall Study
COMPLETED
5
2
Overall Study
NOT COMPLETED
0
0

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

Virtual Reality and Technologies for Elderly

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Individual Then Multiplayer Games
n=5 Participants
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. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
Multiplayer Then Individual Games
n=2 Participants
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. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
Total
n=7 Participants
Total of all reporting groups
Age, Customized
Over 50 years old
5 Participants
n=5 Participants
2 Participants
n=7 Participants
7 Participants
n=5 Participants
Sex: Female, Male
Female
3 Participants
n=5 Participants
2 Participants
n=7 Participants
5 Participants
n=5 Participants
Sex: Female, Male
Male
2 Participants
n=5 Participants
0 Participants
n=7 Participants
2 Participants
n=5 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Race (NIH/OMB)
Asian
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Race (NIH/OMB)
Black or African American
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Race (NIH/OMB)
White
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Race (NIH/OMB)
More than one race
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
Race (NIH/OMB)
Unknown or Not Reported
5 Participants
n=5 Participants
2 Participants
n=7 Participants
7 Participants
n=5 Participants
Region of Enrollment
Canada
5 participants
n=5 Participants
2 participants
n=7 Participants
7 participants
n=5 Participants
Interest in immersive activities
30.4 units on a scale
STANDARD_DEVIATION 3.6 • n=5 Participants
39 units on a scale
STANDARD_DEVIATION 0 • n=7 Participants
32.9 units on a scale
STANDARD_DEVIATION 5.1 • n=5 Participants

PRIMARY outcome

Timeframe: Immediately after each intervention (Week 1, Week 2)

Population: All participants who received the intervention.

4 open questions were asked during the focus group about satisfaction with the trials. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for two themes: appreciated items(things that the participants liked during the games), less appreciated items (things that the participants didn't like during the games).

Outcome measures

Outcome measures
Measure
Individual Then Multiplayer Games
n=5 Participants
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. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
Multiplayer Then Individual Games
n=2 Participants
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. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
Perception of Immersive Technologies Experience
Appreciated items, week 1
24 Number of mentionned items
19 Number of mentionned items
Perception of Immersive Technologies Experience
Less appreciated items, week 1
7 Number of mentionned items
3 Number of mentionned items
Perception of Immersive Technologies Experience
Appreciated items, week 2
11 Number of mentionned items
23 Number of mentionned items
Perception of Immersive Technologies Experience
Less appreciated items, week 2
0 Number of mentionned items
4 Number of mentionned items

PRIMARY outcome

Timeframe: Immediately after each intervention (Week 1, Week 2)

Population: All participants who received the intervention.

3 open questions were asked during the focus group about intergration of virtual reality(VR) in the daily lives of the participants. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for two themes: obstacles(factors that make the integration of VR harder in the participant's life), facilitating factors(factors that make the integration of VR easier in the participant's life), .

Outcome measures

Outcome measures
Measure
Individual Then Multiplayer Games
n=5 Participants
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. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
Multiplayer Then Individual Games
n=2 Participants
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. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
Integration of Virtual Reality
Obstacles, week 1
10 Total number of mentionned items
12 Total number of mentionned items
Integration of Virtual Reality
Facilitating factors, week 1
10 Total number of mentionned items
5 Total number of mentionned items
Integration of Virtual Reality
Obstacles, week 2
7 Total number of mentionned items
10 Total number of mentionned items
Integration of Virtual Reality
Facilitating factors, week 2
0 Total number of mentionned items
11 Total number of mentionned items

PRIMARY outcome

Timeframe: Immediately after each intervention (Week 1, Week 2)

Population: All participants who received the intervention.

1 open question was asked during the focus group about intention to use virtual reality(VR) in the daily lives of the participants. The answers were assessed through a qualitative data theme analysis. The total number of mentionned items by the intervention group is reported for one theme: use case of VR items(ways of using VR in the participants daily lives).

Outcome measures

Outcome measures
Measure
Individual Then Multiplayer Games
n=5 Participants
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. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
Multiplayer Then Individual Games
n=2 Participants
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. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
Acceptability of Immersive Technologies
use case of VR items, week 1
11 Number of mentionned items
10 Number of mentionned items
Acceptability of Immersive Technologies
use case of VR items, week 2
5 Number of mentionned items
16 Number of mentionned items

PRIMARY outcome

Timeframe: Baseline and immediately after each intervention (Week 1, Week 2)

Population: All participants who received the intervention.

Change from baseline in total score for 13 questions with 3 point scale (low, medium, high respectively scored 1,2,3). Minimum=13(low interest); Maximum=39(High interest);

Outcome measures

Outcome measures
Measure
Individual Then Multiplayer Games
n=5 Participants
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. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
Multiplayer Then Individual Games
n=2 Participants
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. Virtual reality games: three individual games (physical, cognitive and relaxation) and two multiplayer games will be tested.
Change From Baseline in Interest in Immersive Activities
Week 1
3.00 score on a scale
Standard Deviation 3.65
-1.00 score on a scale
Standard Deviation 1.41
Change From Baseline in Interest in Immersive Activities
Week 2
3.00 score on a scale
Standard Deviation 2.45
0.00 score on a scale
Standard Deviation 0.00

Adverse Events

Individual Games

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Multiplayer Games

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Edith Martin

Topmed

Phone: 418 683-2104

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place