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Virtual Reality Task-Oriented Physical Activity in Adults With Mental Disabilities
Sponsor: National Taiwan Normal University
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
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