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COMPLETED
NCT07844525
NA

Virtual Reality Task-Oriented Physical Activity in Adults With Mental Disabilities

Sponsor: National Taiwan Normal University

View on ClinicalTrials.gov

Summary

The goal of this clinical study was to examine the effects of virtual reality task-oriented physical activity on physical and task performance and brain activity in adults with mental disabilities. The main questions it aimed to answer were: * Does participation in virtual reality task-oriented physical activity lead to different changes in physical and task performance over time compared with usual work, rehabilitation, and daily activities? * Does participation in virtual reality task-oriented physical activity lead to different changes in brain activity over time compared with usual work, rehabilitation, and daily activities? Researchers compared participants who received the additional task-oriented physical activity training program with participants who continued their usual work, rehabilitation, and daily activities without additional training. Participants in the intervention group: * Participated in task-oriented physical activities using interactive video game-based activities and video-guided exercise. * Completed training sessions three times per week. * Completed assessments of physical and task performance and brain activity before and after the intervention and during follow-up. Participants in the control group continued their usual work, rehabilitation, and daily activities and completed the same assessments over time.

Official title: Effects of Different Virtual Reality Task-Oriented Physical Activities on Physical Function and Brain Reorganization in Adults With Mental Disabilities

Key Details

Gender

All

Age Range

20 Years - Any

Study Type

INTERVENTIONAL

Enrollment

37

Start Date

2024-02-27

Completion Date

2025-09-25

Last Updated

2026-09-28

Healthy Volunteers

No

Interventions

BEHAVIORAL

Virtual Reality Task-Oriented Physical Activity Training

Participants received a 12-week task-oriented physical activity training program, with three 60-minute sessions per week. The program included interactive whole-body video game activities using the Nintendo Switch and standing video-guided aerobic exercises. Training involved goal-directed whole-body movements and was adjusted according to participants' abilities and performance. A therapist provided instructions, supervision, and assistance as needed during the training sessions.

Locations (1)

A Social Enterprise Providing Gas Station Services

Taipei, Taiwan