Gamified VR Sports for Elderly Suicidal Ideation
NCT06856083 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 110
Last updated 2025-03-04
Summary
Detailed Description:
This quasi-experimental study investigates the effectiveness of a gamified sports exercise intervention delivered through virtual reality (VR) to improve mental health and life expectancy in elderly individuals aged 60 and over who are experiencing suicidal thoughts. The study aims to address the following research questions:
How do gamified sports exercises in a virtual reality environment impact the mental health of elderly individuals with suicidal thoughts? What differences in mental health outcomes are observed between participants engaging in gamified VR exercises and those participating in conventional sports exercises?
The study design involves two groups:
Experimental Group: Participants will engage in VR-based sports training sessions that incorporate gamification elements, such as rewards, competition, and interactive challenges.
Control Group: Participants will participate in traditional sports exercises without gamification or VR components.
Procedures:
Baseline Assessment: All participants will complete a life expectancy questionnaire and standardized mental health assessments to establish baseline data.
Intervention:
The experimental group will undergo a series of VR-based sports training sessions, designed to be engaging and immersive, with gamified elements to enhance motivation and adherence.
The control group will participate in conventional sports exercises, such as light aerobic activities or stretching, delivered in a standard, non-gamified format.
Post-Intervention Assessment: Mental health outcomes, including changes in suicidal ideation, life satisfaction, and overall well-being, will be evaluated using validated questionnaires and scales.
Expected Outcomes:
The study hypothesizes that the experimental group will demonstrate significant improvements in mental health outcomes, including reduced suicidal ideation and increased life satisfaction, compared to the control group. The findings aim to provide evidence-based insights into the potential of gamified VR interventions as a non-pharmacological strategy to enhance the well-being of elderly individuals at risk for suicide.
This study contributes to the growing body of research on innovative approaches to mental health support for vulnerable populations, with a focus on leveraging technology to improve quality of life and reduce suicide risk among the elderly.
Conditions
- Suicidal Ideation
- Depression
- Mental Health Issue
Interventions
- BEHAVIORAL
-
Gamified Virtual Reality Sports Exercise Program
Participants in the experimental group will participate in a variety of sports exercises designed in a virtual reality environment utilizing gamification elements to enhance engagement. The intervention will include: * Structured virtual reality sports sessions guided by specially trained facilitators. * Use of gamified features such as rewards, points, and friendly competition to stimulate motivation. * Incorporation of social elements where participants can interact with each other during sessions to foster community and support.
- BEHAVIORAL
-
Traditional Sports Exercise Program for Elderly Individuals with Suicidal Thoughts
participants will engage in a traditional sports exercise program aimed at elderly individuals experiencing suicidal thoughts. The intervention consists of structured physical activity sessions that include a variety of low-impact sports and exercises designed for older adults. These activities will be conducted in a supportive group setting to foster social interaction and community engagement. The sessions will be led by experienced facilitators who specialize in elderly fitness and mental health. Each session will last approximately 60 minutes and will include a warm-up, the main exercise component, and a cooldown period to promote physical well-being and relaxation. Participants will be encouraged to engage at their own pace, ensuring that individual capabilities and comfort levels are respected.
Sponsors & Collaborators
-
Islamic Azad University, Sanandaj
lead OTHER
Principal Investigators
-
Zinat Dr Zinat Ebrahimi, Professor · Islamic Azad University
Study Design
- Allocation
- RANDOMIZED
- Purpose
- PREVENTION
- Masking
- DOUBLE
- Model
- PARALLEL
Eligibility
- Min Age
- 58 Years
- Sex
- MALE
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2023-10-14
- Primary Completion
- 2024-11-25
- Completion
- 2024-12-20
Countries
- Iran
Study Locations
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