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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

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...

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Autores principales: Antunes, Thaiany Pedrozo Campos, de Oliveira, Acary Souza Bulle, Crocetta, Tania Brusque, Antão, Jennifer Yohanna Ferreira de Lima, Barbosa, Renata Thais de Almeida, Guarnieri, Regiani, Massetti, Thais, Monteiro, Carlos Bandeira de Mello, de Abreu, Luiz Carlos
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Wolters Kluwer Health 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5348146/
https://www.ncbi.nlm.nih.gov/pubmed/28272198
http://dx.doi.org/10.1097/MD.0000000000005954
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author Antunes, Thaiany Pedrozo Campos
de Oliveira, Acary Souza Bulle
Crocetta, Tania Brusque
Antão, Jennifer Yohanna Ferreira de Lima
Barbosa, Renata Thais de Almeida
Guarnieri, Regiani
Massetti, Thais
Monteiro, Carlos Bandeira de Mello
de Abreu, Luiz Carlos
author_facet Antunes, Thaiany Pedrozo Campos
de Oliveira, Acary Souza Bulle
Crocetta, Tania Brusque
Antão, Jennifer Yohanna Ferreira de Lima
Barbosa, Renata Thais de Almeida
Guarnieri, Regiani
Massetti, Thais
Monteiro, Carlos Bandeira de Mello
de Abreu, Luiz Carlos
author_sort Antunes, Thaiany Pedrozo Campos
collection PubMed
description 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, MoviLetrando, 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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spelling pubmed-53481462017-03-22 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 Antunes, Thaiany Pedrozo Campos de Oliveira, Acary Souza Bulle Crocetta, Tania Brusque Antão, Jennifer Yohanna Ferreira de Lima Barbosa, Renata Thais de Almeida Guarnieri, Regiani Massetti, Thais Monteiro, Carlos Bandeira de Mello de Abreu, Luiz Carlos Medicine (Baltimore) 4700 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, MoviLetrando, 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. Wolters Kluwer Health 2017-03-10 /pmc/articles/PMC5348146/ /pubmed/28272198 http://dx.doi.org/10.1097/MD.0000000000005954 Text en Copyright © 2017 the Author(s). Published by Wolters Kluwer Health, Inc. http://creativecommons.org/licenses/by/4.0 This is an open access article distributed under the Creative Commons Attribution License 4.0 (CCBY), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. http://creativecommons.org/licenses/by/4.0
spellingShingle 4700
Antunes, Thaiany Pedrozo Campos
de Oliveira, Acary Souza Bulle
Crocetta, Tania Brusque
Antão, Jennifer Yohanna Ferreira de Lima
Barbosa, Renata Thais de Almeida
Guarnieri, Regiani
Massetti, Thais
Monteiro, Carlos Bandeira de Mello
de Abreu, Luiz Carlos
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
title 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
title_full 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
title_fullStr 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
title_full_unstemmed 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
title_short 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
title_sort 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
topic 4700
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5348146/
https://www.ncbi.nlm.nih.gov/pubmed/28272198
http://dx.doi.org/10.1097/MD.0000000000005954
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