Self-Adaptive Immersive Virtual Reality Serious Game to Enhance Motor Skill Learning and Attention in Older Adults
NCT ID: NCT06141642
Last Updated: 2024-10-10
Study Results
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Basic Information
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COMPLETED
NA
33 participants
INTERVENTIONAL
2024-01-09
2024-06-06
Brief Summary
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The literature suggests that new technologies such as immersive virtual reality (iVR) and serious games serve as effective means to promote active leisure, thereby breaking isolation and reducing sedentary behavior. The development of these new technologies is also promising for objectively and quantitatively measuring motor and cognitive activity (e.g., kinematics, reaction time).
Serious games are defined as games whose primary objective is more focused on learning than entertainment. For instance, they allow the integration of physical and cognitive activity programs into a playful activity, conducive to long-term adherence. Their effectiveness is starting to be studied in hospitalized older adults (Cuevas-Lara 2021), especially as they also help combat age-related functional decline. Indeed, they provide the opportunity to promote and measure activity through enjoyable and self-administered exercises.
However, despite the growing interest in serious games, the impact of self-adaptive serious games, compared to traditional (non-adaptive) serious games, on motor skill learning and attention function in older adults remains unclear. This gap in knowledge necessitates a rigorous investigation. Therefore, this randomized controlled trial seeks to address this gap and achieve the following objectives:
1. Compare the effect of a self-adaptive serious game to a non-adaptive serious game on motor skill learning and attention in older adults.
2. Enhance the understanding of how motor skill learning in immersive virtual reality translates to older adults' activities of daily living.
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
BASIC_SCIENCE
DOUBLE
Study Groups
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Self-adaptive serious game
Participants in this arm will follow, during three consecutive days, a serious game (REAsmashVR) intervention whose difficulty is automatically and progressively adapted to their motor and cognitive performance.
REAsmashVR involves finding a target as fast as possible. The virtual target (a mole wearing a red miner's helmet) is presented with distractors (moles wearing different helmets). Participants use a controller to hit the target mole with a virtual hammer.
In this arm, the REAsmashVR version uses a regulator to continuously moderate the location and timing of appearance of the target mole, the number and type of distractors and the working area. This regulator enables users to score 75% successful performance (driving motivation to play / learn).
Self-adaptive serious game
A self-adaptive serious game in immersive virtual reality using the device MetaQuest 1 or 2
Non-adaptive serious game
Participants in this arm will follow, during three consecutive days, a serious game (REAsmashVR) intervention whose difficulty is not automatically adapted to their motor and cognitive performance.
In this arm, the REAsmashVR version does not use a regulator to continuously adapt exercise difficulty according to user performance. Instead, the game randomly moderates the location of the target mole, the working area and the type of distractors. The appearance timing remains constant at 7 seconds, while the number of distractors gradually increases over time to simulate an adaptive game environment, ensuring participants are kept unaware of the intervention.
Non-adaptive serious game
A non-adaptive serious game in immersive virtual reality using the device MetaQuest 1 or 2
Interventions
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Self-adaptive serious game
A self-adaptive serious game in immersive virtual reality using the device MetaQuest 1 or 2
Non-adaptive serious game
A non-adaptive serious game in immersive virtual reality using the device MetaQuest 1 or 2
Eligibility Criteria
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Inclusion Criteria
* Score \> 24 in the Montreal Cognitive Assessment
* Age \> or = 65 years old
Exclusion Criteria
* History of seizures
* Prior experience with serious games in immersive virtual reality
65 Years
95 Years
ALL
Yes
Sponsors
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Université Catholique de Louvain
OTHER
Laval University
OTHER
Responsible Party
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Principal Investigators
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Charles Sebiyo Batcho, PT, PhD
Role: PRINCIPAL_INVESTIGATOR
Laval University
Locations
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University Laval
Québec, Quebec, Canada
Countries
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References
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Everard G, Vermette M, Dumas-Longpre E, Hoang T, Robitaille M, Sorrentino G, Edwards MG, Lejeune T, Batcho CS. Self-adaptive over progressive non-adaptive immersive virtual reality serious game to promote motor learning in older adults - A double blind randomized controlled trial. Neuroscience. 2025 Apr 6;571:7-18. doi: 10.1016/j.neuroscience.2025.02.053. Epub 2025 Feb 26.
Other Identifiers
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#2020-1909
Identifier Type: -
Identifier Source: org_study_id
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