About this trial
Physical activity has been described by the US federal government as a 'best buy' for public health. Unfortunately, most adults in the United States are not sufficiently active, and this worsens with age. Low levels of participation are driven by many challenging barriers, including lack of access, few opportunities for enjoyable activity, and few supportive social relationships, which is especially important given the central role of social connection for lasting behavior change.
A half-century of research in behavioral sciences has generated effective group-based physical activity programs, but these are inaccessible to most as they are often delivered in a few select research centers. Recent advances in telehealth have offered media for extending these interventions more broadly, but the experience of such programs is often hampered by technology that does not allow for a sense of physical and social presence. Fortunately, uptake of virtual reality (VR) is increasing rapidly, and the medium has a high level of potential for advancing the delivery of immersive evidence-based group interventions to those that most need it. Thus our specific aims are:
Specific aim 1: To test the feasibility and acceptability of a group-mediated physical activity intervention delivered fully via modern VR to older adults.
Specific aim 2: To examine the impact of this program on overall physical activity among older adults compared to the current standard-of-care for telehealth: the video conference meeting platform.
Eligibility criteria
This trial accepts healthy volunteersQualifiers
Age of 45-80 years
Body mass index between 30-45 kg/m2
Low-active (30 or more minutes of moderate intensity physical activity on 2 or fewer days per week)
Have access to home Wi-Fi
Disqualifiers
Current involvement in other physical activity research studies
Hearing or sight impairments (significant visual or hearing impairment that cannot be corrected and results in the inability to use the telephone or hear normal conversation, colorblindness)
Dependence on a cane or walker
More than 1 fall in the past year
Trial design
Parallel
Treatments tested in this trial
Virtual Reality
BehavioralParticipants in this arm participate in 4 group-based behavioral counseling sessions plus 8 one-on-one coaching session within virtual reality software. Participants aim to engage in approximately 150 minutes per week of moderate-to-vigorous activity, with options including both virtual reality and real-world physical activities.
Video Conference
BehavioralParticipants in this arm participate in 4 group-based behavioral counseling sessions plus 8 one-on-one coaching session within video conference software. Participants aim to engage in approximately 150 minutes per week of moderate-to-vigorous activity, with options including both streaming video and real-world physical activities.
Treatment groups
Trial outcomes
Primary outcomes
The percentage of individuals attending all one-on-one and group calls
Feasibility will be assessed based on percentage of individuals attending all one-on-one and group calls
Acceptability
Percentage of individuals reporting no severe symptoms in response to virtual reality on the virtual reality sickness questionnaire
Secondary outcomes
Physical Activity
Average daily steps over one week as recorded via Garmin VivoSmart 4
Social Relatedness
Score on the social relatedness subscale of the Brief Psychological Needs Satisfaction and Frustration Scale
Sponsors and contacts
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Wake Forest University
Lead sponsor
Wells Fargo Faculty Scholar Endowment
Collaborator