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Effects of Immersive Virtual Reality on Physical Function, Fall-Related Outcomes, Fatigue, and Quality of Life in Older Adults

E

Eastern Mediterranean University

Status

Active, not recruiting

Conditions

Geriatric
Virtual Reality

Treatments

Other: Traditional Home-based Exercises
Other: Immersive Virtual Reality

Study type

Interventional

Funder types

Other

Identifiers

NCT07007026
SBF00-2024-0128

Details and patient eligibility

About

To investigate the effectiveness of an immersive virtual reality intervention on physical fitness, balance, physical activity level, risk of falling, fear of falling, fatigue, and quality of life in older adults compared to an active control group (ACG).

Full description

This study aims to investigate the effects of virtual reality intervention on interrelated physical and psychosocial multidimensional parameters such as physical fitness, balance, fall risk, fear of falling, fatigue, and quality of life in older adults.

Enrollment

44 patients

Sex

All

Ages

65+ years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • Individuals over 65 years of age
  • Individuals with a Mini Mental Test score of 24 and above
  • Individuals who can walk independently and do not use assistive devices
  • Individuals who voluntarily agreed to participate in the study

Exclusion criteria

  • Individuals diagnosed with neurological diseases (Stroke, Parkinson's, Multiple Sclerosis)
  • Individuals with a diagnosis of cardiovascular disease (heart failure, endocarditis, myocarditis, cardiac arrhythmias) diagnosed with psychiatric or cognitive disorders
  • undergone surgical operation in the last 6 months
  • Visual impairment that makes it impossible for them to see virtual reality images
  • Individuals diagnosed with vertigo, epilepsy
  • Individuals diagnosed with cancer

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

None (Open label)

44 participants in 2 patient groups

Virtual Reality Intervention
Experimental group
Description:
In the virtual reality intervention group, older adults utilized an Oculus Meta Quest 2 headset (Meta Platforms, Inc., Menlo Park, CA, USA). The Meta Horizon application on the phone facilitated screen mirroring, enabling the observation of the task's progression by reflecting the headset screen. The FIT-XR application, available in the Oculus store, was utilized, and it offers a variety of exercise modes and interfaces, including options for in-door and outdoor scenarios. An exhaustive examination of all exercise modes within the application was conducted to enhance upper and lower extremity muscle strength, weight transfer, stepping, trunk control, endurance, coordination, cognitive functions, and the duration and difficulty level of the exercises. The evaluation process involved a meticu-lous assessment of the suitability of these exercises for elderly individuals. Consequently, the FIT-XR Boxing and FIT-XR Slam exercise modes were selected for utilization in the study.
Treatment:
Other: Immersive Virtual Reality
Active Control Group
Active Comparator group
Description:
A physiotherapist developed an exercise program for the control group, providing visual and detailed explanations appropriate for older adults and distributing brochures to participants. The participants were instructed to adhere to the exercise program thrice weekly for a period of eight weeks.
Treatment:
Other: Traditional Home-based Exercises

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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