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Gamified Virtual Reality Exercise for Suicidal Ideation in Older Adults
Sponsor: Islamic Azad University, Sanandaj
Summary
This is a two-arm, parallel-group randomized controlled trial designed to evaluate the effectiveness of a gamified virtual reality (VR)-based exercise program in reducing suicidal ideation among community-dwelling older adults, compared with a conventional exercise control condition, and to assess the durability of effects over a 30-day follow-up period. A total of 220 eligible older adults (men and women) aged 60 years and above with clinically confirmed suicidal ideation will be randomized (1:1) to either a 5-week gamified VR-based exercise intervention or a conventional exercise control condition. Both interventions are delivered three times per week for five weeks (15 sessions total). The primary outcome is suicidal ideation severity, measured using the Beck Scale for Suicide Ideation (BSSI) at baseline, post-intervention, and 30-day follow-up. Sex differences in intervention response will be examined as a secondary objective. This study has been approved by the Institutional Review Board of the Sports Sciences Research Center (Approval ID: IR.SSRC.REC.1404.029).
Official title: The Effectiveness of a Gamified Virtual Reality-Based Exercise Program on Suicidal Ideation in Older Adults: A Two-Arm Randomized Controlled Trial With 30-Day Follow-Up
Key Details
Gender
All
Age Range
60 Years - Any
Study Type
INTERVENTIONAL
Enrollment
200
Start Date
2025-05-10
Completion Date
2025-07-20
Last Updated
2026-10-07
Healthy Volunteers
No
Interventions
Gamified VR-Based Exercise Program
A 5-week gamified VR-based exercise program delivered three times per week (15 sessions total). Each session lasts approximately 30-45 minutes and is conducted at a low-to-moderate intensity level appropriate for older adults. Participants use Meta Quest 3 VR headsets (512 GB version) to complete immersive, game-based exercise modules. Three distinct VR training modules are implemented to reduce monotony and sustain engagement. Gamification elements include performance-based feedback, progressive challenges, structured task goals, and individualized non-monetary incentives. Sessions are supervised by trained personnel, including a sport science specialist and a gamification expert.
Conventional Exercise Program
A 5-week conventional physical exercise program delivered three times per week (15 sessions total), matched to the VR condition for frequency and duration. Each session lasts approximately 30-45 minutes and is conducted at a low-to-moderate intensity level appropriate for older adults. Sessions are conducted under supervision and are designed to be comparable in structure and social contact to the VR condition, but without VR exposure.
Locations (1)
Elderly care centers
Tehran, Tehran Province, Iran