Older adults, especially those in acute care require accessible non-pharmacological interventions, such as music to improve their mental health. Immersive 360 virtual reality (VR), is an innovative technology that has been found to be feasible, safe, and enjoyable by older adults. However, VR based music intervention to improve older adults' mental health has not been studied in acute in-patient settings.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
OTHER
Masking
NONE
Enrollment
30
The VR music intervention consists of musical performance which were already recorded. This is accessible classic music. During the intervention, the participants will be able to see the musicians (and the stage, empty auditorium, etc.) and hear the music.
The control group consists of the same musical performances, with the audio only
St.Mary's Research Centre
Montreal, Quebec, Canada
RECRUITINGFeasibility of the music VR program
The recruitment goals will be met (n=30) within 6 months, attrition will be ≤ 20% for follow-up. Intervention drop-out will be ≤30% (i.e. fail to attend 50% of the intervention), and VR participants will have \<1 major technical issues
Time frame: 2 Days
Tolerability of the music VR program
The intervention will be acceptable and well-tolerated according to the Simulator Sickness Questionnaire (SSQ). The SSQ questionnaire consists of 16 symptoms including fatigue, headache and nausea which are rated from 0 (none) to 4 (severe). Cut-off for tolerability is \< 10 over 64 years of age.
Time frame: 2 days
Acceptability of the music VR program
Participants randomized to VR will be willing to use VR again compared to the non-VR group. This means that they will have higher presences, according to the Slater-Usoh-Steed Presence Questionnaire (SUS) score 0-100, i.e. a significantly higher SUS score compared to the non-VR group. The intervention will be acceptable to patients and won't have an impact on the clinical load of the clinical team.
Time frame: 2 Days
Preliminary efficacy of the VR based music intervention in improving positive emotions
Compared to the non-VR group, the VR based music group will have a greater improvement in positive emotions using the Visual Analog Mood
Time frame: 2 Days
Preliminary efficacy of the VR based music intervention in improving pain
Compared to the non-VR group, the VR based music group will have a greater improvement in pain, using the Visual Analog Pain Scale
Time frame: 2 days
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