Self-adaptive over progressive non-adaptive immersive virtual reality serious game to promote motor learning in older adults – A double blind randomized controlled trial

Older adults often experience cognitive and functional decline, which can be mitigated by innovative interventions like immersive virtual reality (iVR). Self-adaptive serious games, which dynamically adjust task difficulty, may provide additional benefits by tailoring challenges to individual performance. However, the comparative effectiveness of self-adaptive versus progressive non-adaptive iVR interventions on motor learning in older adults remains underexplored. This randomized controlled trial primarily aimed to compare the effects of self-adaptive and progressive non-adaptive iVR interventions on motor learning in older adults. A total of 33 older adults were randomly assigned to either a self-adaptive (n = 17) or progressive non-adaptive (n = 16) iVR group. Both interventions involved an iVR serious game requiring unimanual reaching, target selection, and distractor inhibition under increasing difficulty over three days. Performance was evaluated pre- and post-intervention using a standardized iVR task, consisting of hitting a virtual target while ignoring distractors. This task features five levels of difficulty (level 0: no distractors; level 4: 17 low-saliency distractors). Primary outcomes, assessed during the standardized task, included changes in speed-accuracy trade-offs (SAT) and relative response time (RT, compared to level 0). Both participants and assessors were blinded to the intervention. After the intervention, both groups exhibited significant SAT improvements at level 1, 3 and 4 (P < 0.05) and RT gains at level 3 and 4 (P < 0.05). The self-adaptive group demonstrated significantly greater SAT (P = 0.049) and relative RT (P = 0.004) improvements at level 4. Findings suggest that older adults can achieve motor learning in iVR, particularly with self-adaptive serious games, highlighting potential for self-rehabilitation. Clinical trial NCT06141642 approved the 21th November 2023.

Authors

Institutions

Publication Details

Journal
Neuroscience
Published
2025-02-26
DOI
https://doi.org/10.1016/j.neuroscience.2025.02.053
Citations
4
Primary Topic
Stroke Rehabilitation and Recovery
Type
article
Field-Weighted Citation Impact
4.10

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Self-adaptive over progressive non-adaptive immersive virtual reality serious game to promote motor learning in older adults – A double blind randomized controlled trial

Martin Edwards, Marie-Pier Robitaille, Charles Sèbiyo Batcho, Gauthier Everard et al.
4 citations
Neuroscience
Stroke Rehabilitation and Recovery
4.10
article

Self-adaptive over progressive non-adaptive immersive virtual reality serious game to promote motor learning in older adults – A double blind randomized controlled trial

Martin Edwards, Marie-Pier Robitaille, Charles Sèbiyo Batcho, Gauthier Everard, Gregorio Sorrentino, Martin Vermette, Thierry Lejeune, Thi Linh Giang Hoang, Elizabeth Dumas-Longpré
article en
4 citations

Abstract

Older adults often experience cognitive and functional decline, which can be mitigated by innovative interventions like immersive virtual reality (iVR). Self-adaptive serious games, which dynamically adjust task difficulty, may provide additional benefits by tailoring challenges to individual performance. However, the comparative effectiveness of self-adaptive versus progressive non-adaptive iVR interventions on motor learning in older adults remains underexplored. This randomized controlled trial primarily aimed to compare the effects of self-adaptive and progressive non-adaptive iVR interventions on motor learning in older adults. A total of 33 older adults were randomly assigned to either a self-adaptive (n = 17) or progressive non-adaptive (n = 16) iVR group. Both interventions involved an iVR serious game requiring unimanual reaching, target selection, and distractor inhibition under increasing difficulty over three days. Performance was evaluated pre- and post-intervention using a standardized iVR task, consisting of hitting a virtual target while ignoring distractors. This task features five levels of difficulty (level 0: no distractors; level 4: 17 low-saliency distractors). Primary outcomes, assessed during the standardized task, included changes in speed-accuracy trade-offs (SAT) and relative response time (RT, compared to level 0). Both participants and assessors were blinded to the intervention. After the intervention, both groups exhibited significant SAT improvements at level 1, 3 and 4 (P < 0.05) and RT gains at level 3 and 4 (P < 0.05). The self-adaptive group demonstrated significantly greater SAT (P = 0.049) and relative RT (P = 0.004) improvements at level 4. Findings suggest that older adults can achieve motor learning in iVR, particularly with self-adaptive serious games, highlighting potential for self-rehabilitation. Clinical trial NCT06141642 approved the 21th November 2023.

NeuroscienceVol. 571
Cliniques Universitaires Saint-Luc (BE), Centre for Interdisciplinary Research in Rehabilitation (CA), Université Laval (CA), UCLouvain (BE)
Wallonie-Bruxelles International, Réseau Provincial de Recherche en Adaptation-Réadaptation
Quality Education
Openalex Percentile: Top 7%
Stroke Rehabilitation and Recovery
4.10
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.