Effects and Mechanism of the Fully Immersive Virtual Reality Cognitive Training Based on Leisure Activities
NCT05682469 · Status: UNKNOWN · Phase: NA · Type: INTERVENTIONAL · Enrollment: 275
Last updated 2023-01-12
Summary
The aim of this study is to identify the effects of the immersive leisure-based VR cognitive training, and compare the intervention effects for elderly with MCI and SCD. The investigators anticipate the VR training can facilitate cognitive function, daily function, quality of life. The investigators anticipated the metabolic biomarkers, mechanism, and brain activities will be found. The significance of this study is identifying the effect of immersive leisure-based VR cognitive training, and confirming the metabolic biomarkers and brain activities. It could improve the accuracy of identification, prevent the progression to dementia, and lead the field of technological assistance to new opportunities for training.
Conditions
Interventions
- BEHAVIORAL
-
VR cognitive training
All participants will receive trainings for 60 minutes per day, two days per week for 16 sessions. All participants will receive one immersive leisure-based VR cognitive training for 40 minutes. VR cognitive training receives four gardening activities. The cognitive elements including attention, working memory, processing speed, and executive function incorporated training.
- BEHAVIORAL
-
Traditional cognitive training
All participants will receive trainings for 60 minutes per day, two days per week for 16 sessions. The control group is performing traditional cognitive training program.
Sponsors & Collaborators
-
Chang Gung Memorial Hospital
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Min Age
- 60 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2023-01-01
- Primary Completion
- 2025-07-31
- Completion
- 2025-07-31
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