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Clinical Trial Details — Status: Recruiting

Administrative data

NCT number NCT06141642
Other study ID # #2020-1909
Secondary ID
Status Recruiting
Phase N/A
First received
Last updated
Start date January 9, 2024
Est. completion date September 30, 2024

Study information

Verified date January 2024
Source Laval University
Contact Charles Sebiyo Batcho, PT, PhD
Phone (418) 529 9141
Email charles.batcho@fmed.ulaval.ca
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial 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 (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.


Recruitment information / eligibility

Status Recruiting
Enrollment 42
Est. completion date September 30, 2024
Est. primary completion date September 30, 2024
Accepts healthy volunteers Accepts Healthy Volunteers
Gender All
Age group 65 Years to 95 Years
Eligibility Inclusion Criteria: - Normal-to-corrected vision - Score > 24 in the Montreal Cognitive Assessment - Age > or = 65 years old Exclusion Criteria: - Severe comprehension issues - History of seizures - Prior experience with serious games in immersive virtual reality

Study Design


Related Conditions & MeSH terms


Intervention

Device:
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

Locations

Country Name City State
Canada University Laval Québec Quebec

Sponsors (2)

Lead Sponsor Collaborator
Laval University Université Catholique de Louvain

Country where clinical trial is conducted

Canada, 

Outcome

Type Measure Description Time frame Safety issue
Other Feasibility - Number of drop-outs The count of participants that will not finish the experiment Day 1 (before intervention), day 2 and day 3 (at the end of the intervention)
Other Feasibility - Number of adverse events The count of adverse events Day 1 (before intervention), day 2 and day 3 (at the end of the intervention)
Other Effectiveness of participants masking A Likert scale incorporating a confidence ratio, wherein participants are required to estimate and express their confidence level regarding the arm in which they were allocated Day 3 (at the end of the intervention)
Other Participants' perception of immersive virtual reality and serious games Semi-structured interviews Day 3 (at the end of the intervention)
Primary Motor function - Upper limb movement smoothness in immersive virtual reality Spectral Arc Length (SPARC) of the normalized instant velocity signal Day 1 (before intervention), day 2 and day 3 (at the end of the intervention)
Primary Motor function - Upper limb speed-accuracy trade-off in immersive virtual reality This index is calculated by dividing the speed of performance by the accuracy of performance Day 1 (before intervention), day 2 and day 3 (at the end of the intervention)
Primary Cognition - Response time in immersive virtual reality Time between the target mole appearance and the and the successful hitting of the mole (in REAsmash VR evaluation module) Day 1 (before intervention) and day 3 (at the end of the intervention)
Primary Cognition - Inhibition cost of response time in immersive virtual reality Difference of response time between levels where the target mole is presented among non-salient distractors (levels 3 and 4), salient distractors (levels 1 and 2) and no-distractors (level 0) in REAsmashVR (evaluation module) Day 1 (before intervention) and day 3 (at the end of the intervention)
Secondary Motor function - Coefficient of linearity in immersive virtual reality Ratio between the ideal path (the length of the ideal route) and the distance covered by the controller Day 1 (before intervention), day 2 and day 3 (at the end of the intervention)
Secondary Motor function - Mean velocity in immersive virtual reality Ratio between the distance covered by the controller and the duration of the task Day 1 (before intervention), day 2 and day 3 (at the end of the intervention)
Secondary Motor function - Peak velocity in immersive virtual reality Highest instant velocity observed during the movement Day 1 (before intervention), day 2 and day 3 (at the end of the intervention)
Secondary Motor function - Coefficient of variation of the velocity in immersive virtual reality Ratio between the standard deviation of the instant velocity and the mean velocity Day 1 (before intervention), day 2 and day 3 (at the end of the intervention)
Secondary Motor function - Lpath in immersive virtual reality Total distance covered by the controller during the task Day 1 (before intervention), day 2 and day 3 (at the end of the intervention)
Secondary Motor function - Headpath in immersive virtual reality Total distance covered by the headset during the task Day 1 (before intervention), day 2 and day 3 (at the end of the intervention)
Secondary Motor function transfer - Finger Nose Test Motor-coordination test where participants are asked to touch their nose and a circular target (3 cm diameter) disposed on a wall 30cm away in the horizontal plane. Participants must realize as many repetitions as possible in 20s without missing the nose or the target. Day 1 (before intervention) and day 3 (at the end of the intervention)
Secondary Activity transfer - TEMPA_glass The TEMPA (Test Évaluatif des Membres Supérieurs de Personnes Âgées) is an assessment designed to evaluate upper limb function in older adults, encompassing the performance of nine routine upper limb activities. Within the scope of this study, the investigators intend to assess participants' performance specifically in one of these tasks: pouring a glass of liquid and subsequently drinking it. The measurement will focus on the time taken by participants to complete this particular activity. Day 1 (before intervention) and day 3 (at the end of the intervention)
Secondary Activity transfer - Box and Block Test The Box and Block Test (BBT) is a standardized performance-based assessment used to evaluate manual dexterity and upper extremity function, particularly in the context of gross motor skills. The test involves a wooden box divided into two compartments by a partition. Within one compartment, there are a certain number of wooden blocks. The objective of the test is to move as many blocks as possible from one side of the box to the other within 60s. Day 1 (before intervention) and day 3 (at the end of the intervention)
Secondary Cognition - Number of false positive in immersive virtual reality The count of erroneously hit distractor moles in the VR evaluation module of REAsmash. Day 1 (before intervention) and day 3 (at the end of the intervention)
Secondary Cognition - Number of omissions in immersive virtual reality The count of omitted target moles in the VR evaluation module of REAsmash. Day 1 (before intervention) and day 3 (at the end of the intervention)
Secondary Cognition transfer - Deary-Liewald reaction time task A computerized test wherein participants are prompted to accurately respond to stimuli presented in either one or four squares at randomized intervals. Day 1 (before intervention) and day 3 (at the end of the intervention)
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