AzTrials
AzTrials

Aging WellNCT06117319

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

A study testing Individual assistance Virtual reality training sessions and Collective assistance Virtual reality training sessions in people with Aging Well, run by TOPMED at 1 site in Canada.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
Search all trials

Trial summary

The purpose of this clinical trial is to learn more about the potential for using virtual reality in older adults living in residences for elderly to maintain health (physical activity, cognitive activity, social behaviors). Read more about this study

Who is it for?
Ages 64 years and olderHealthy volunteers can take part
Conditions the study is for
Aging Well
What is being tested?
Individual assistance Virtual reality training sessions and Collective assistance Virtual reality training sessions
Could I receive a placebo?
No, everyone receives an active treatment
How many people
34 participants
Where
1 siteCanada
Study dates
27 Feb 2023to 16 Apr 2024
Phase
Interventional
Are there results?
Yes, posted in the registrySummary in the doctors' view

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 64 years and older
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Who may be able to join

  • Independent person living in the sponsor's retirement home

Who cannot join

  • Having a pacemaker
  • Being at risk for epilepsy

Trial locations and contacts

1 site in 1 country.

Canada1 site
  • Edith Martin

    Québec, Quebec, G1S1C1

Other trials in Canada

About this study

Official title: Development and Validation of Sports Facilities in a Supportive Environment to Improve the Well-being of the Elderly

The purpose of this clinical trial is to learn more about the potential for using virtual reality in older adults living in residences for elderly to maintain health (physical activity, cognitive activity, social behaviors). The main questions it aims to answer are:

  • To what extent can virtual reality be a tool to support health in older adults?
  • What are the support needs of older adults in learning to use this immersive technology?

Participants are invited to complete 5 weekly training sessions on the use of a virtual reality headset. At the beginning and end of each session, participants will complete a questionnaire on their perception of their experience. During the sessions, the participants are asked to test games that mobilize the upper limbs. Two learning modalities are set up in two separate groups. These modalities aim to test two different support formulas in order to compare the support needs of the elderly in the use and integration of virtual reality to support the activities and health of this population.

Conditions
Aging Well
Being tested
Individual assistance Virtual reality training sessions, Collective assistance Virtual reality training sessions
Keywords
Aging well, virtual reality, activity, learning
Medical subject headings
Motor Activity

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Individual assistance Virtual reality training sessionsOther

    5 virtual reality training sessions where feedback will be provided to each individual by the research team

  • Collective assistance Virtual reality training sessionsOther

    4 virtual reality training sessions where feedback will be provided to the whole group by the research team and 1 session where feedback will be individual. No participant was ever assigned to this intervention.

Study groups in NCT06117319
Study groupRoleWhat they receive
Individual assistanceExperimental5 sessions with individual assistance The Virtual Reality (VR) activity will take the form of five (5) weekly training sessions. * Session 1(day 1): Basics of VR. * Session 2(day 8): 1-multiplayer game mode. * Session 3(day 15): Playing with a library. Browsing a library * Session 4(day 22): 2-individual game mode. * Session 5(day 29): 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.
Receives: Other: Individual assistance Virtual reality training sessions
Collective assistanceExperimental4 sessions with collective assistance and 1 session with individual assistance (session 5) The Virtual Reality (VR) activity will take the form of five (5) training sessions. * Session 1(day 1): Basics of VR. * Session 2(day 8): 1-multiplayer game mode. * Session 3(day 15): Playing with a library. Browsing a library * Session 4(day 22): 2-individual game mode. * Session 5(day 29): 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. 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.
Receives: Other: Collective assistance Virtual reality training sessions

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Learning of Virtual Reality Tasks

    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).

    Measured: 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)

  2. Ease

    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.

    Measured: 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)

  3. Sense of Control: Measurement of the Participants' Sense of Control Using a Scale From 1 to 5

    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.

    Measured: 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)

  4. Satisfaction With Supervision

    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.

    Measured: 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)

Secondary outcomes (2)
  1. Stress Level at the Start of the Session

    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

    Measured: 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)

  2. Desire to Play Virtual Reality Games

    number of participants mentionning the desire to play virtual reality games

    Measured: 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)

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted7 Nov 2023
  2. Study start27 Feb 2023
  3. Primary completion16 Apr 2024
  4. Study completion16 Apr 2024

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Supportive care
Allocation
Randomised
Intervention model
Parallel groups
Model description
2 groups with different learning modalities (individual feedback compared to collective feedback)
Masking
None (open label)
Enrolment
34 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06117319
Sponsor's protocol ID
RD-277_VR and elderly
Status last verified
Aug 2025
First submitted
13 Sep 2023
Last updated
27 Aug 2025
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Questions about this trial

What is this clinical trial studying?

A study testing Individual assistance Virtual reality training sessions and Collective assistance Virtual reality training sessions in people with Aging Well, run by TOPMED at 1 site in Canada.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 1 inclusion and 2 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 27 Aug 2025. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Canada. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

Yes. Results are posted in the registry (first posted 27 Aug 2025). A summary is in the For doctors view, and the full results are on ClinicalTrials.gov.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Learning of Virtual Reality Tasks (time frame: 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)). The study lists 4 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 27 Aug 2025.

Free account

Log in to keep searching

You’ve used your 3 free searches. AzTrials is free: log in or create a free account to keep searching clinical trials and save the ones you want to follow.

Create a free accountLog in