Adapted 8-Item System Usability Scale (SUS): Score Range: 0 to 100 points Interpretation: Higher scores indicate better usability.
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Cognitive Stimulation Program | 81.9 | ± 14.9 |
Last reviewed · How we verify
Development and Evaluation of Virtual Reality Experiences for Cognitive Stimulation at the Sociosanitary Center El Carme
NA trial testing Virtual Reality Cognitive Stimulation Program in Cognitive Dysfunction in 45 participants. Completed in 27 March 2024.
| Lead sponsor | Badalona Serveis Assistencials |
|---|---|
| Phase | NA |
| Status | Completed |
| Study type | INTERVENTIONAL |
| Allocation | na |
| Design | single group |
| Masking | none |
| Primary purpose | supportive care |
| Enrollment | 45 |
| Start date | 30 October 2023 |
| Primary completion | 27 February 2024 |
| Estimated completion | 27 March 2024 |
| Sites | 1 location across Spain |
Badalona Serveis Assistencials
60 and older, any sex, with Cognitive Dysfunction or Mild Cognitive Impairment. Patients with the condition only — healthy volunteers not accepted.
Per-arm endpoint measurements with 95% confidence intervals where reported. Source: trial results section.
Adapted 8-Item System Usability Scale (SUS): Score Range: 0 to 100 points Interpretation: Higher scores indicate better usability.
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Cognitive Stimulation Program | 81.9 | ± 14.9 |
Adapted 8-Item VR Headset Comfort Rating: Score Range: 0 to 100 points Interpretation: Lower scores indicate better comfort (as most items measure discomfort).
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Cognitive Stimulation Program | 86.5 | ± 13.3 |
Scale Title: Professional System Usability Scale (SUS) Score Range: 0 to 100 points Interpretation: Higher scores indicate a professional's perception of better system usability for patient care.
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Cognitive Stimulation Program | 85.2 | ± 10.9 |
Scale Title: Professional System Usability Scale (SUS) Score Range: 0 to 100 points Interpretation: Higher scores indicate better comfort and ease of use for the VR headset; lower scores indicate greater discomfort and difficulty with use. This rating is based on a professional assessment of the VR headset's weight, design, and control scheme's impact on patient comfort during use.
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Cognitive Stimulation Program | 60.4 | ± 22.9 |
MMSE is a 30-point questionnaire evaluating orientation, attention, recall, language, and visual construction Score Range: 0 to 30 points. Higher scores means better global cognition function
| Group | Value | 95% CI |
|---|---|---|
| Baseline - Virtual Reality Cognitive Stimulation Program | 26 | ± 2.12 |
| Post-Intervention - Virtual Reality Cognitive Stimulation Program | 26.5 | ± 2.3 |
MoCA is a 30-point screening tool for global cognitive function, assessing memory, attention, language, visuospatial skills, and executive function. Score Range: 0 to 30 points \- Higher scores means better global cognition function
| Group | Value | 95% CI |
|---|---|---|
| Baseline - Virtual Reality Cognitive Stimulation Program | 19 | ± 4.19 |
| Post-Intervention - Virtual Reality Cognitive Stimulation Program | 20 | ± 4.4 |
Forward Digit Span measures verbal short-term memory. Score Range: 0 to 9 points \- Higher scores indicate better short-term verbal memory.
| Group | Value | 95% CI |
|---|---|---|
| Baseline - Virtual Reality Cognitive Stimulation Program | 4.5 | ± 1.1 |
| Post-Intervention - Virtual Reality Cognitive Stimulation Program | 4.5 | ± 0.96 |
Backward Digit Span assesses working memory and mental manipulation. Score Range: 0 to 9 points. Higher scores indicate better working memory.
| Group | Value | 95% CI |
|---|---|---|
| Baseline - Virtual Reality Cognitive Stimulation Program | 3 | ± 0.97 |
| Post-Intervention - Virtual Reality Cognitive Stimulation Program | 3 | ± 0.77 |
TMT-A measures visual attention and processing speed. The outcome is time to completion measured in seconds, typically ranging from several seconds to several minutes. Lower times (faster completion) indicate better visuospatial attention.
| Group | Value | 95% CI |
|---|---|---|
| Baseline - Virtual Reality Cognitive Stimulation Program | 70.5 | ± 50.4 |
| Post-Intervention - Virtual Reality Cognitive Stimulation Program | 65.5 | ± 38.3 |
TMTB: Trial Making Test B. Score Range: Time to complete the test measured in seconds, typically ranging from several seconds to several minutes. Lower times (faster completion) indicate better alternating attention.
| Group | Value | 95% CI |
|---|---|---|
| Baseline - Virtual Reality Cognitive Stimulation Program | 195.5 | ± 421 |
| Post-Intervention - Virtual Reality Cognitive Stimulation Program | 205 | ± 426 |
SDMT: Symbol Digit Modalities Test. The Symbol Digit Modalities Test (SDMT) measures processing speed, attention, and visual-motor coordination. During the test, participants are required to match abstract symbols with corresponding numbers using a key. The total raw score is calculated as the number of correct symbol-digit pairs completed within a 90-second interval. There is no fixed maximum score, as it varies based on individual performance. Higher scores indicate better processing speed and cognitive performance.
| Group | Value | 95% CI |
|---|---|---|
| Baseline - Virtual Reality Cognitive Stimulation Program | 17 | ± 9.8 |
| Post-Intervention - Virtual Reality Cognitive Stimulation Program | 18.5 | ± 9.5 |
Age: numeric
| Group | Value | 95% CI |
|---|---|---|
| Virtual Reality Cognitive Stimulation Program | 75.5 | ± 6.19 |
Time frame: Adverse event data were collected over a 3-month period during the pilot study.. Reporting threshold: 4%. Adverse-event reports describe events observed during the trial — not all are caused by the drug.
| Reaction | System | Virtual Reality Cognitive … |
|---|---|---|
| Cybersickness | Ear and labyrinth disorders | — |
Data from ClinicalTrials.gov NCT06155721 adverse events section.
The goal of this clinical trial is to test a virtual reality (VR)-based program designed for cognitive stimulation in individuals attending the conventional cognitive rehabilitation program at the Day Hospital of CSSC (Centro Sociosanitario El Carme) in Badalona, Spain. The trial will specifically assess VR's impact on declarative memory and executive functions through interactive exercises, as well as attention and episodic memory through VR video stimuli. The main questions it aims to answer are: * Will patients with mild cognitive impairment find the VR program enjoyable and easy to use? * Can VR interventions help improve patients' cognitive functions, specifically attention and memory? * Do healthcare professionals find VR a practical tool for cognitive stimulation in their clinical practice? Participants will undergo a series of 8 sessions, scheduled twice a week to coincide with the conventional rehabilitation appointments. The VR equipment used will be Oculus Quest 2 headsets, offering an immersive experience with hand-tracking technology that simplifies interactions, particularly beneficial for those with mild cognitive impairment (MCI). During the study, participants will: * Engage with a VR-based cognitive stimulation program. * Undergo assessments of the participants´ cognitive functions before and after the intervention. * Provide feedback on the participants´ experience with the VR program. Researchers will analyze the data to see if: * The VR program leads to noticeable improvements in the cognitive abilities of participants. * The program is well-received and deemed beneficial by both patients and healthcare professionals.
No peer-reviewed publications indexed yet for this trial. Completed trials usually publish results within 12-18 months.
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