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).
COMPLETED
NA
7 participants
Immediately after each intervention (Week 1, Week 2)
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
| 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
| 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
| 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
| 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
| 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
| 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
Multiplayer Games
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place