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Older adults, especially those in acute care require accessible non-pharmacological interventions, such as music to improve their mental health. Immersive 360 virtual reality (VR), is an innovative technology that has been found to be feasible, safe, and enjoyable by older adults. However, VR based music intervention to improve older adults' mental health has not been studied in acute in-patient settings.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| VR Music- Intervention | Experimental | Treatment Group: music intervention via virtual reality (VR) The music intervention aims to reproduce the experience of a musical performance. During the intervention, the participants will wear a VR headset which will give them an immersive experience of attending a virtual performance. During the intervention, the participants will be able to see the musicians (and the stage, empty auditorium, etc.) and hear the music. The participants in the VR intervention will be seated during the 15 minutes of intervention and the research assistant will stay at their side during the entire intervention. There will be no hand-help components to the VR intervention. Should the participant express any discomfort or have any questions/concerns with the intervention, the research assistant will be available and able to answer/assist the participants. |
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| Music- Active Control | Active Comparator | The participants in the active control group will listen, via a headband, the same music as the VR music intervention group. These participants will therefore not have an "immersive" experience as they will only hear the music (i.e they will not be able to see the musicians playing). The participants in the music intervention via headband will remain seated during the 15 minutes of the intervention. During the intervention, the research assistant will stay at their side. Should the participant express any discomfort or have any questions/concerns with the intervention, the research assistant will be available and able to answer/assist the participants. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Virtual reality (VR) music intervention | Other | The VR music intervention consists of musical performance which were already recorded. This is accessible classic music. During the intervention, the participants will be able to see the musicians (and the stage, empty auditorium, etc.) and hear the music. |
| Measure | Description | Time Frame |
|---|---|---|
| Feasibility of the music VR program | The recruitment goals will be met (n=30) within 6 months, attrition will be ≤ 20% for follow-up. Intervention drop-out will be ≤30% (i.e. fail to attend 50% of the intervention), and VR participants will have <1 major technical issues | 2 Days |
| Tolerability of the music VR program | The intervention will be acceptable and well-tolerated according to the Simulator Sickness Questionnaire (SSQ). The SSQ questionnaire consists of 16 symptoms including fatigue, headache and nausea which are rated from 0 (none) to 4 (severe). Cut-off for tolerability is < 10 over 64 years of age. | 2 days |
| Acceptability of the music VR program | Participants randomized to VR will be willing to use VR again compared to the non-VR group. This means that they will have higher presences, according to the Slater-Usoh-Steed Presence Questionnaire (SUS) score 0-100, i.e. a significantly higher SUS score compared to the non-VR group. The intervention will be acceptable to patients and won't have an impact on the clinical load of the clinical team. | 2 Days |
| Measure | Description | Time Frame |
|---|---|---|
| Preliminary efficacy of the VR based music intervention in improving positive emotions | Compared to the non-VR group, the VR based music group will have a greater improvement in positive emotions using the Visual Analog Mood | 2 Days |
| Preliminary efficacy of the VR based music intervention in improving pain |
| Measure | Description | Time Frame |
|---|---|---|
| preliminary efficacy of the VR based music intervention in improving mental well-being | Compared to the non-VR group, the VR based music group will have a greater improvement in well-being, anxiety and depression using the Warwick-Edinburgh Mental Wellbeing Scales (WEMWBS) | 2 Days |
| preliminary efficacy of the VR based music intervention in improving symptoms of anxiety |
Inclusion Criteria:
Exclusion Criteria:
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| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Julia Chabot, MD | Contact | (514) 345-3511 | 5060 | Julia.chabot@mcgill.ca |
| Harmehr Sekhon, PhD | Contact | (514) 345-3511 | 5060 | harmehr.sekhon@mcgill.ca |
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| St.Mary's Research Centre | Recruiting | Montreal | Quebec | H3T 0A2 | Canada |
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Our study proposes a feasibility open-label RCT of a novel VR based music intervention in an acute geriatric inpatient GAU setting to assess feasibility and efficacy in improving positive emotions, pain, mental wellbeing, symptoms of anxiety and depression in older adults.
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| Music only control | Other | The control group consists of the same musical performances, with the audio only |
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Compared to the non-VR group, the VR based music group will have a greater improvement in pain, using the Visual Analog Pain Scale |
| 2 days |
Compared to the non-VR group, the VR based music group will have a greater improvement in anxiety using the Generalized Anxiety Disorder-7 scale (GAD-7) |
| 2 Days |
| preliminary efficacy of the VR based music intervention in improving symptoms of depression. | Compared to the non-VR group, the VR based music group will have a greater improvement in depression using the Geriatric Depression Scale (GDS-4) | 2 Days |