Virtual Reality Training for Inhibitory Control in Neurocognitive Disorders
Acceptability of a VR-based Training for Inhibitory Control in Subjects With Neurocognitive Disorders
Centre Hospitalier Universitaire de Nice
48 participants
Nov 18, 2024
INTERVENTIONAL
Conditions
Summary
Executive function disorders, such as inhibitory control (IC) difficulties, are very common in older adults with neurocognitive disorders (NCD). Management of these disorders is possible using traditional tools and tools based on new technologies, such as serious games and virtual reality (VR). However, today, few immersive tools exist that are specifically focused on IC training. The present study aims to evaluate the acceptability of an immersive application focused on IC in 48 patients with neurocognitive disorders. Participants that will test either an immersive (VR-headset) or a non-immersive (tablet) version of the application for 4 weeks, twice a week, and fill-in acceptability related questionnaires before, during and after the end of the intervention.
Eligibility
Inclusion Criteria6
- consulting the Nice hospital Memory Center
- diagnosis of Mild Neurocognitve Disorder or slight major neurocognitive disorder (DSM V)
- 60 years old or more
- presence of deficits in inhibitory control as assessed by the Frontal Assessment Battery
- fluent in French
- able to understand the informed consent form and voluntarily consents to participate
Exclusion Criteria3
- presence of significant vision or motor problems which would impact ability to perform the task
- significant self-reported motion sickness
- vulnerable persons as defined in articles L1121-5 to 8 of the French Public Health Code
Interested in this trial?
Get notified about updates and connect with the research team.
Interventions
8 sessions (2 times per week for 4 weeks) of 20 minutes playing the serious game with a VR Headset. The serious game is inspired by the GoNoGo task.The players' task is to throw objects in a basket matching the active rule. These objects can be of three different colors (red, yellow, and purple) with the presence or absence of stains on them. The objects' color is hidden until the player interacts with them. Example of rule: the active rule is to throw in the basket only the objects in red without stains, yellow with stains, and purple with stains. To earn points, the player must match the rule presented and throw the objects away if they do not match.
8 sessions (2 times per week for 4 weeks) of 20 minutes playing the serious game with a tablet. The serious game is inspired by the GoNoGo task.The players' task is to throw objects in a basket matching the active rule. These objects can be of three different colors (red, yellow, and purple) with the presence or absence of stains on them. The objects' color is hidden until the player interacts with them. Example of rule: the active rule is to throw in the basket only the objects in red without stains, yellow with stains, and purple with stains. To earn points, the player must match the rule presented and throw the objects away if they do not match.
Locations(1)
View Full Details on ClinicalTrials.gov
For the most up-to-date information, visit the official listing.
NCT06597591