Computer classes and games in virtual reality environment to reduce loneliness among students of an elderly reference center Study protocol for a randomised cross-over design

被引:20
作者
Campos Antunes, Thaiany Pedrozo [1 ]
Bulle de Oliveira, Acary Souza [2 ]
Crocetta, Tania Brusque [1 ]
Ferreira de Lima Antao, Jennifer Yohanna [1 ]
de Almeida Barbosa, Renata Thais [1 ]
Guarnieri, Regiani [1 ]
Massetti, Thais [3 ]
de Mello Monteiro, Carlos Bandeira [3 ]
de Abreu, Luiz Carlos [1 ,4 ]
机构
[1] Fac Med ABC, Lab Delineamento Estudos & Escrita Cient, Ave Principe Gales 821, BR-09060650 Santo Andre, SP, Brazil
[2] Univ Fed Sao Paulo, Neurol Clin, Setor Doencas Neuromusculares, Sao Paulo, Brazil
[3] Univ Sao Paulo, Dept Posgrad Ciencias Reabil, Sao Paulo, Brazil
[4] Univ Sao Paulo, Fac Saude Publ, Sao Paulo, Brazil
关键词
augmentative and alternative communication; elderly; information and communication technologies; serious games; social inclusion; BALANCE CONTROL; OLDER-ADULTS; PROGRAM;
D O I
10.1097/MD.0000000000005954
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
Introduction: Physical and mental changes associated with aging commonly lead to a decrease in communication capacity, reducing social interactions and increasing loneliness. Computer classes for older adults make significant contributions to social and cognitive aspects of aging. Games in a virtual reality (VR) environment stimulate the practice of communicative and cognitive skills and might also bring benefits to older adults. Furthermore, it might help to initiate their contact to the modern technology. The purpose of this study protocol is to evaluate the effects of practicing VR games during computer classes on the level of loneliness of students of an elderly reference center. Methods and Analysis: This study will be a prospective longitudinal study with a randomised cross-over design, with subjects aged 50 years and older, of both genders, spontaneously enrolled in computer classes for beginners. Data collection will be done in 3 moments: moment 0 (T0) - at baseline; moment 1 (T1) - after 8 typical computer classes; and moment 2 (T2) - after 8 computer classes which include 15 minutes for practicing games in VR environment. A characterization questionnaire, the short version of the Short Social and Emotional Loneliness Scale for Adults (SELSA-S) and 3 games with VR (Random, Movil etrando, and Reaction Time) will be used. For the intervention phase 4 other games will be used: Coincident Timing, Motor Skill Analyser, Labyrinth, and Fitts. The statistical analysis will compare the evolution in loneliness perception, performance, and reaction time during the practice of the games between the 3 moments of data collection. Performance and reaction time during the practice of the games will also be correlated to the loneliness perception. Ethics and Dissemination: The protocol is approved by the host institution's ethics committee under the number 52305215.3.0000.0082. Results will be disseminated via peer-reviewed journal articles and conferences. This clinical trial is registered at ClinicalTrials. gov identifier: NCT02798081.
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页数:7
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