Evidence map›Paper›PMID 28272198›Full record

Trial reportMedicine2017

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.

Thaiany Pedrozo Campos Antunes, Acary Souza Bulle de Oliveira, Tania Brusque Crocetta, Jennifer Yohanna Ferreira de Lima Antão, Renata Thais de Almeida Barbosa, Regiani Guarnieri, Thais Massetti, Carlos Bandeira de Mello Monteiro, Luiz Carlos de Abreu

Erratum issued Registry-linked trialAbstract readRandomized Controlled Trial
In one paragraph

Trial report in Medicine, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. It is linked to trial NCT02798081 (Virtual Reality Games for Elderly Socialization), which is not on this map. Cited by 4 papers.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT02798081 nacompletednot on this map

Virtual Reality Games for Elderly Socialization

TypeinterventionalSponsorFaculdade de Medicina do ABCRan2016 to 2017Enrolled52ConditionsAgedArmsSingle arm study
3 · Its place in the literature

Who cites it

4 citing papers in PubMed.

  1. Trial
  2. Article
  3. Article
  4. Article
4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

9 authors.

Thaiany Pedrozo Campos AntunesLaboratório de Delineamento de Estudos e Escrita Científica da Faculdade de Medicina do ABC, Santo André Neurologia Clínica, Setor de Doenças Neuromusculares, Universidade Federal de São Paulo Departamento de Pós-graduação em Ciências da Reabilitação Faculdade de Saúde Pública. Universidade de São Paulo, Sao Paulo, Brazil.
Acary Souza Bulle de Oliveira
Tania Brusque Crocetta
Jennifer Yohanna Ferreira de Lima Antão
Renata Thais de Almeida Barbosa
Regiani Guarnieri
Thais Massetti
Carlos Bandeira de Mello Monteiro
Luiz Carlos de Abreu

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

introductionPhysical 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.

Indexed as

LonelinessAgedCross-Over StudiesFemaleHumansLongitudinal StudiesMaleMiddle AgedReaction TimeVideo Games

Identifiers

PMID28272198
PMCPMC5348146

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Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.