Viewing Study NCT06141642



Ignite Creation Date: 2024-05-06 @ 7:49 PM
Last Modification Date: 2024-10-26 @ 3:14 PM
Study NCT ID: NCT06141642
Status: COMPLETED
Last Update Posted: 2024-01-10
First Post: 2023-11-15

Brief Title: Self-Adaptive Immersive Virtual Reality Serious Game to Enhance Motor Skill Learning and Attention in Older Adults
Sponsor: Laval University
Organization: Laval University

Study Overview

Official Title: Self-Adaptive Immersive Virtual Reality Serious Game to Enhance Motor Skill Learning and Attention in Older Adults - A Double Blind Randomized Controlled Trial
Status: COMPLETED
Status Verified Date: 2024-10
Last Known Status: None
Delayed Posting: No
If Stopped, Why?: Not Stopped
Has Expanded Access: False
If Expanded Access, NCT#: N/A
Has Expanded Access, NCT# Status: N/A
Acronym: SAVinGs
Brief Summary: While scientific evidence emphasizes the detrimental effect of sedentary behavior on health the literature suggests that on average older adults spend 75 of their days in a sedentary manner and often isolated Petrusevski 2020 This lack of physical activity and social interaction not only leads to an increase in functional limitations and the risk of worsening an existing chronic disease but also elevates the risk of mortality Furthermore older adults face progressive functional decline both in motor and cognitive aspects as a result of aging contributing to inactivity and sedentary behavior Botö 2021

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 eg 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
Detailed Description: None

Study Oversight

Has Oversight DMC: None
Is a FDA Regulated Drug?: False
Is a FDA Regulated Device?: False
Is an Unapproved Device?: None
Is a PPSD?: None
Is a US Export?: None
Is an FDA AA801 Violation?: None