Effects of Immersive Virtual Reality on Physical Function, Fall-Related Outcomes, Fatigue, and Quality of Life in Older Adults
NCT ID: NCT07007026
Last Updated: 2025-06-05
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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ACTIVE_NOT_RECRUITING
NA
44 participants
INTERVENTIONAL
2024-12-01
2025-05-30
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
NONE
Study Groups
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Virtual Reality Intervention
In the virtual reality intervention group, older adults utilized an Oculus Meta Quest 2 headset (Meta Platforms, Inc., Menlo Park, CA, USA). The Meta Horizon application on the phone facilitated screen mirroring, enabling the observation of the task's progression by reflecting the headset screen. The FIT-XR application, available in the Oculus store, was utilized, and it offers a variety of exercise modes and interfaces, including options for in-door and outdoor scenarios. An exhaustive examination of all exercise modes within the application was conducted to enhance upper and lower extremity muscle strength, weight transfer, stepping, trunk control, endurance, coordination, cognitive functions, and the duration and difficulty level of the exercises. The evaluation process involved a meticu-lous assessment of the suitability of these exercises for elderly individuals. Consequently, the FIT-XR Boxing and FIT-XR Slam exercise modes were selected for utilization in the study.
Immersive Virtual Reality
The intervention program was implemented over a period of eight weeks, with three ses-sions per week, each lasting 35 minutes.
Active Control Group
A physiotherapist developed an exercise program for the control group, providing visual and detailed explanations appropriate for older adults and distributing brochures to participants. The participants were instructed to adhere to the exercise program thrice weekly for a period of eight weeks.
Traditional Home-based Exercises
The participants were instructed to adhere to the exercise program thrice weekly for a period of eight weeks.
Interventions
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Immersive Virtual Reality
The intervention program was implemented over a period of eight weeks, with three ses-sions per week, each lasting 35 minutes.
Traditional Home-based Exercises
The participants were instructed to adhere to the exercise program thrice weekly for a period of eight weeks.
Eligibility Criteria
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Inclusion Criteria
* Individuals with a Mini Mental Test score of 24 and above
* Individuals who can walk independently and do not use assistive devices
* Individuals who voluntarily agreed to participate in the study
Exclusion Criteria
* Individuals with a diagnosis of cardiovascular disease (heart failure, endocarditis, myocarditis, cardiac arrhythmias) diagnosed with psychiatric or cognitive disorders
* undergone surgical operation in the last 6 months
* Visual impairment that makes it impossible for them to see virtual reality images
* Individuals diagnosed with vertigo, epilepsy
* Individuals diagnosed with cancer
65 Years
ALL
No
Sponsors
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Eastern Mediterranean University
OTHER
Responsible Party
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Principal Investigators
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Ender Angın Associate Professor Doctor
Role: STUDY_DIRECTOR
Eastern Mediterranean University
Gözde İyigün Associate Professor Doctor
Role: STUDY_DIRECTOR
Eastern Mediterranean University
Damla Parmak
Role: PRINCIPAL_INVESTIGATOR
Eastern Mediterranean University
Locations
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Eastern Mediterranean University
Mersin, Northern Cyprus, Turkey (Türkiye)
Countries
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Other Identifiers
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SBF00-2024-0128
Identifier Type: -
Identifier Source: org_study_id
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