Trial Outcomes & Findings for Immersive Technology and Virtual Reality as a Health Support Tool in a Residence for the Elderly (NCT NCT06117319)

NCT ID: NCT06117319

Last Updated: 2025-08-27

Results Overview

Total score on 43 different tasks using a 5 point scale for each task(impossible(0), completion with external help(1), delay before individual completion and multiple repetitions(2), individual completion with less than 2 repetitions(3), individual completion without repetition(4) scored from 0 to 4 respectively). Scores for each session are averaged (Total score range from 0 to 4). Interpretations should be taken with caution(see Analysis population description).

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

34 participants

Primary outcome timeframe

During each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Results posted on

2025-08-27

Participant Flow

No participant was ever assigned to the collective assistance group.

The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions.

Participant milestones

Participant milestones
Measure
Individual Assistance
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. Individual assistance Virtual reality training sessions: 5 virtual reality training sessions where feedback will be provided to each individual by the research team
Collective Assistance
The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group.
Overall Study
STARTED
34
0
Overall Study
COMPLETED
34
0
Overall Study
NOT COMPLETED
0
0

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

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

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Individual Assistance
n=34 Participants
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. Individual assistance Virtual reality training sessions: 5 virtual reality training sessions where feedback will be provided to each individual by the research team
Collective Assistance
The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group.
Total
n=34 Participants
Total of all reporting groups
Age, Categorical
<=18 years
0 Participants
n=93 Participants
0 Participants
n=27 Participants
Age, Categorical
Between 18 and 65 years
0 Participants
n=93 Participants
0 Participants
n=27 Participants
Age, Categorical
>=65 years
34 Participants
n=93 Participants
34 Participants
n=27 Participants
Sex: Female, Male
Female
24 Participants
n=93 Participants
24 Participants
n=27 Participants
Sex: Female, Male
Male
10 Participants
n=93 Participants
10 Participants
n=27 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
n=93 Participants
0 Participants
n=27 Participants
Race (NIH/OMB)
Asian
0 Participants
n=93 Participants
0 Participants
n=27 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
n=93 Participants
0 Participants
n=27 Participants
Race (NIH/OMB)
Black or African American
0 Participants
n=93 Participants
0 Participants
n=27 Participants
Race (NIH/OMB)
White
0 Participants
n=93 Participants
0 Participants
n=27 Participants
Race (NIH/OMB)
More than one race
0 Participants
n=93 Participants
0 Participants
n=27 Participants
Race (NIH/OMB)
Unknown or Not Reported
34 Participants
n=93 Participants
34 Participants
n=27 Participants
Region of Enrollment
Canada
34 participants
n=93 Participants
34 participants
n=27 Participants

PRIMARY outcome

Timeframe: During each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Population: The evaluators were also tasked to provide assistance to the participants, if needed, during sessions. However, the amount of assistance needed by the participants was much higher than anticipated and hindered data collection. Each task and each participant were missing data. Some participants were missing data for up to 80% of all tasks for a session. As an example, for a particular task, only 7 participants provided data in session 1, whereas in session 3, 26 participants provided data.

Total score on 43 different tasks using a 5 point scale for each task(impossible(0), completion with external help(1), delay before individual completion and multiple repetitions(2), individual completion with less than 2 repetitions(3), individual completion without repetition(4) scored from 0 to 4 respectively). Scores for each session are averaged (Total score range from 0 to 4). Interpretations should be taken with caution(see Analysis population description).

Outcome measures

Outcome measures
Measure
Individual Assistance
n=34 Participants
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. Individual assistance Virtual reality training sessions: 5 virtual reality training sessions where feedback will be provided to each individual by the research team
Collective Assistance
The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group.
Learning of Virtual Reality Tasks
Session 1
2.13 score on a scale
Standard Deviation 0.10
Learning of Virtual Reality Tasks
Session 2
2.17 score on a scale
Standard Deviation 0.08
Learning of Virtual Reality Tasks
Session 3
2.22 score on a scale
Standard Deviation 0.10
Learning of Virtual Reality Tasks
Session 4
2.22 score on a scale
Standard Deviation 0.15
Learning of Virtual Reality Tasks
Session 5
2.28 score on a scale
Standard Deviation 0.10

PRIMARY outcome

Timeframe: Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Population: Number of participants analyzed for each session varies based on the number of participants present that day. Since group session were scheduled, absent participants couldn't complete the session later.

Measurement of the perception of ease using a one item 5 point scale (higher score means higher ease during the session).Total score range from 1 to 5.

Outcome measures

Outcome measures
Measure
Individual Assistance
n=34 Participants
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. Individual assistance Virtual reality training sessions: 5 virtual reality training sessions where feedback will be provided to each individual by the research team
Collective Assistance
The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group.
Ease
Session 1(day 1)
4.06 units on a scale
Standard Deviation 1.01
Ease
Session 2(day 8)
3.53 units on a scale
Standard Deviation 1.16
Ease
Session 3(day 15)
4.11 units on a scale
Standard Deviation 1.03
Ease
Session 4(day 22)
3.58 units on a scale
Standard Deviation 1.18
Ease
Session 5(day 29)
4.00 units on a scale
Standard Deviation 1.19

PRIMARY outcome

Timeframe: Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Population: Number of participants analyzed for each session varies based on the number of participants present that day. Since group session were scheduled, absent participants couldn't complete the session later.

measurement of the perception of sense of control using a one item 1-5 point scale (higher score means higher sense of control during the session).Total score range from 1 to 5.

Outcome measures

Outcome measures
Measure
Individual Assistance
n=34 Participants
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. Individual assistance Virtual reality training sessions: 5 virtual reality training sessions where feedback will be provided to each individual by the research team
Collective Assistance
The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group.
Sense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5
Session 1(day 1)
3.85 units on a scale
Standard Deviation 0.82
Sense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5
Session 2(day 8)
3.53 units on a scale
Standard Deviation 0.92
Sense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5
Session 3(day 15)
3.57 units on a scale
Standard Deviation 0.96
Sense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5
Session 4(day 22)
3.19 units on a scale
Standard Deviation 1.14
Sense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5
Session 5(day 29)
3.79 units on a scale
Standard Deviation 1.07

PRIMARY outcome

Timeframe: Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Population: Number of participants analyzed for each session varies based on the number of participants present that day. Since group session were scheduled, absent participants couldn't complete the session later.

measurement of the perception of satisfaction using a one item 5 point scale (higher score means higher satisfaction during the session). Total score range from 1 to 5.

Outcome measures

Outcome measures
Measure
Individual Assistance
n=34 Participants
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. Individual assistance Virtual reality training sessions: 5 virtual reality training sessions where feedback will be provided to each individual by the research team
Collective Assistance
The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group.
Satisfaction With Supervision
Session 1(day 1)
4.76 score on a scale
Standard Deviation 0.61
Satisfaction With Supervision
Session 2(day 8)
4.41 score on a scale
Standard Deviation 0.95
Satisfaction With Supervision
Session 3(day 15)
4.68 score on a scale
Standard Deviation 0.26
Satisfaction With Supervision
Session 4(day 22)
4.35 score on a scale
Standard Deviation 0.95
Satisfaction With Supervision
Session 5(day 29)
4.93 score on a scale
Standard Deviation 0.37

SECONDARY outcome

Timeframe: Immediately before each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Population: Number of participants analyzed for each session varies based on the number of participants present that day. Since group session were scheduled, absent participants couldn't complete the session later.

Measurement of the participants' stress level using a 1-item scale from 1 to 5 (lower score means higher stress), total scale range is 1 to 5

Outcome measures

Outcome measures
Measure
Individual Assistance
n=34 Participants
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. Individual assistance Virtual reality training sessions: 5 virtual reality training sessions where feedback will be provided to each individual by the research team
Collective Assistance
The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group.
Stress Level at the Start of the Session
Session 1(day 1)
4.38 score on a scale
Standard Deviation 0.85
Stress Level at the Start of the Session
Session 2(day 8)
4.78 score on a scale
Standard Deviation 0.55
Stress Level at the Start of the Session
Session 3(day 15)
4.89 score on a scale
Standard Deviation 0.42
Stress Level at the Start of the Session
Session 4(day 22)
4.77 score on a scale
Standard Deviation 0.50
Stress Level at the Start of the Session
Session 5(day 29)
4.76 score on a scale
Standard Deviation 0.44

SECONDARY outcome

Timeframe: Immediately after each 45 minutes intervention session on Session 1(Day 1), Session 2(Day 8), Session 3(Day 15), Session 4(Day 22), Session 5(Day 29)

Population: The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group. Number of participants analyzed for each session varies based on the number of participants present that day. Since group session were scheduled, absent participants couldn't complete the session later.

number of participants mentionning the desire to play virtual reality games

Outcome measures

Outcome measures
Measure
Individual Assistance
n=34 Participants
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. Individual assistance Virtual reality training sessions: 5 virtual reality training sessions where feedback will be provided to each individual by the research team
Collective Assistance
The collective assistance group was abandonned because tests revealed issues with ability of participants to help each other during VR sessions. No participants were ever assigned to this group.
Desire to Play Virtual Reality Games
Session 5(Day 29)
9 Participants
Desire to Play Virtual Reality Games
Session 1(Day 1)
4 Participants
Desire to Play Virtual Reality Games
Session 2(Day 8)
3 Participants
Desire to Play Virtual Reality Games
Session 3(Day 15)
2 Participants
Desire to Play Virtual Reality Games
Session 4(Day 22)
4 Participants

Adverse Events

Individual Assistance

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

Collective Assistance

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

Restriction type: LTE60