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RECRUITING
NCT07895979
NA

The Efficacy of an IADL-based Non-immersive Virtual Reality Training Program to Enhance ADL Performance and Cognitive Function for Persons at Risk of Dementia

Sponsor: National Taiwan University Hospital

View on ClinicalTrials.gov

Summary

The goal of this clinical trial is to learn if a touchscreen-based virtual reality (VR) training program that simulates everyday life tasks works to improve daily living skills and thinking abilities in adults aged 50 and older, including those at risk of dementia (individuals with Subjective Cognitive Decline or Mild Cognitive Impairment). It will also explore what personal factors influence the training results. The main questions it aims to answer are: * Does the daily life VR training program improve participants' ability to perform complex everyday activities and adapt flexibly to daily life challenges? * Does the training improve overall thinking skills (such as memory, attention, and problem-solving), brain activity, and mood (depression and anxiety)? Researchers will compare the daily-life VR training program (IADL-VR) to a non-situational game VR program (Game-VR) and a traditional in-person tabletop cognitive training program (Cog-Entity) to see if realistic daily-life VR simulation works better to enhance everyday functioning and brain health. Participants will: * Be randomly assigned to one of the three training groups (daily-life VR tasks, digital brain-training mini-games, or traditional tabletop board games). * Attend a 2-hour group session once a week for 12 weeks, which includes 1 hour of assigned cognitive training and 1 hour of physical fitness exercise. * Complete assessments of their daily living skills, thinking abilities, mood, and brain activity (using functional magnetic resonance imaging, or fMRI) within 2 weeks before and after the 12-week program.

Key Details

Gender

All

Age Range

50 Years - Any

Study Type

INTERVENTIONAL

Enrollment

216

Start Date

2026-02-06

Completion Date

2027-07-31

Last Updated

2026-10-26

Healthy Volunteers

Yes

Interventions

BEHAVIORAL

Daily Life VR Training

Delivered on a 16-inch touchscreen computer incorporating touch, handwriting recognition, and voice interaction. The software features three core daily living themes with 3 to 4 sequential sub-tasks each, graded across 5 to 8 difficulty levels: 1. Holiday Reunion Dinner Preparation: Checking home inventory to create a shopping list, supermarket shopping while filtering out audio promotional distractions, price comparison and checkout calculation, and following cooking sequences. 2. Health Management: Operating a hospital registration kiosk under time and step constraints, remembering physician and pharmacist instructions during a clinic visit, and organizing a medication pillbox. 3. Travel Planning: Packing luggage spatially, navigating bus and train schedules/platforms, reacting to unexpected events (e.g., retrieving blown-away luggage), and problem-solving during travel emergencies (e.g., lost items or suspended train services).

BEHAVIORAL

Non-Conditional Game VR Training

Uses commercial digital cognitive games consisting of 22 short mini-games (under 2 minutes each) across five domains: attention, memory, mathematics, general cognition, and language, without real-life situational integration.

BEHAVIORAL

Traditional Cognitive Training

Uses structured commercial board games and tabletop activities facilitated by an occupational therapist, focusing on a specific cognitive domain each week (attention, working memory, visuospatial skills, executive function, cognitive flexibility, and language).

Locations (1)

School of Occupational Therapy, College of Medicine, National Taiwan University

Taipei, Taiwan