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

dc.citation.issue10
dc.citation.volume96
dc.contributor.authorCampos Antunes, Thaiany Pedrozo
dc.contributor.authorBulle de Oliveira, Acary Souza [UNIFESP]
dc.contributor.authorCrocetta, Tania Brusque
dc.contributor.authorFerreira de Lima Antao, Jennifer Yohanna
dc.contributor.authorde Almeida Barbosa, Renata Thais
dc.contributor.authorGuarnieri, Regiani
dc.contributor.authorMassetti, Thais
dc.contributor.authorde Mello Monteiro, Carlos Bandeira
dc.contributor.authorde Abreu, Luiz Carlos
dc.coveragePhiladelphia
dc.date.accessioned2020-07-17T14:02:47Z
dc.date.available2020-07-17T14:02:47Z
dc.date.issued2017
dc.description.abstractIntroduction: 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 baselineen
dc.description.abstractmoment 1 (T1) - after 8 typical computer classesen
dc.description.abstractand 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, Movil etrando, 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.en
dc.description.affiliationFac Med ABC, Lab Delineamento Estudos & Escrita Cient, Ave Principe Gales 821, BR-09060650 Santo Andre, SP, Brazil
dc.description.affiliationUniv Fed Sao Paulo, Neurol Clin, Setor Doencas Neuromusculares, Sao Paulo, Brazil
dc.description.affiliationUniv Sao Paulo, Dept Posgrad Ciencias Reabil, Sao Paulo, Brazil
dc.description.affiliationUniv Sao Paulo, Fac Saude Publ, Sao Paulo, Brazil
dc.description.affiliationUnifespUniv Fed Sao Paulo, Neurol Clin, Setor Doencas Neuromusculares, Sao Paulo, Brazil
dc.description.sourceWeb of Science
dc.description.sponsorshipStaff development coordination of superior education in Brazil (Coordenacao e aperfeicoamento de pessoal de ensino superior - CAPES)
dc.format.extent-
dc.identifierhttp://dx.doi.org/10.1097/MD.0000000000005954
dc.identifier.citationMedicine. Philadelphia, v. 96, n. 10, p. -, 2017.
dc.identifier.doi10.1097/MD.0000000000005954
dc.identifier.fileWOS000396041000007.pdf
dc.identifier.issn0025-7974
dc.identifier.urihttps://repositorio.unifesp.br/handle/11600/55018
dc.identifier.wosWOS:000396041000007
dc.language.isoeng
dc.publisherLippincott Williams & Wilkins
dc.relation.ispartofMedicine
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectaugmentative and alternative communicationen
dc.subjectelderlyen
dc.subjectinformation and communication technologiesen
dc.subjectserious gamesen
dc.subjectsocial inclusionen
dc.titleComputer classes and games in virtual reality environment to reduce loneliness among students of an elderly reference center Study protocol for a randomised cross-over designen
dc.typeinfo:eu-repo/semantics/article
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