Trials / Unknown
UnknownNCT03784053
Virtual Reality and Occupational Performance, Satisfaction, and Quality of Life of Older Adults
The Effect of Immersive Virtual Reality on Perceived Occupational Performance, Perceived Occupational Satisfaction, and Quality of Life of Older Adults
- Status
- Unknown
- Phase
- —
- Study type
- Observational
- Enrollment
- 60 (estimated)
- Sponsor
- University of the Sciences in Philadelphia · Academic / Other
- Sex
- All
- Age
- 55 Years
- Healthy volunteers
- Accepted
Summary
Older adult participants will complete eight immersive virtual reality (VR) sessions with the researcher, within five weeks (no more than two sessions per week may be scheduled). The screening process and assessment measures are not included in the five weeks of virtual reality. Sessions will consist of 30 minutes of use of the virtual reality goggles. During the virtual reality sessions, participants will select from a list of Oculus Go apps related to their self-identified occupational performance issues. Participants are expected to complete the session while seated with the VR set secured on their head.
Detailed description
Virtual reality (VR) may promote engagement in meaningful daily activities that is tailored to the individual's skill level, need, and significance to their individual context. There is limited research on measurable changes in perceived meaningful daily activities after utilizing immersive VR, specifically with a head mounted display. Only in recent years have head-mounted displays become less expensive and more commercially available for research and patron purchase. At the low cost of $250, the device is within the reach of many older adult community centers for leisure and recreational use. The researchers will measure changes in occupational performance, occupational satisfaction, and quality of life for the older adult members of a community center, after eight immersive VR sessions. Sessions will consist of 30 minutes of use of the virtual reality goggles. During the virtual reality sessions, participants will select from a list of Oculus Go apps related to their self-identified occupational performance issues. Participants are expected to complete the session while seated with the VR set secured on their head.
Conditions
Interventions
| Type | Name | Description |
|---|---|---|
| OTHER | Immersive virtual reality | At the start of every session, the participants' top five occupational problems will be reviewed, and a list of apps corresponding to the desired occupational problem will be offered through the immersive virtual reality device (Oculus Go). There will be eight 30-minute virtual reality sessions. |
Timeline
- Start date
- 2019-01-21
- Primary completion
- 2019-08-31
- Completion
- 2020-01-14
- First posted
- 2018-12-21
- Last updated
- 2019-01-16
Locations
1 site across 1 country: United States
Source: ClinicalTrials.gov record NCT03784053. Inclusion in this directory is not an endorsement.