Evidence map›Paper›PMID 40053708›Full record

Trial reportJMIR aging2025

A Self-Adaptive Serious Game to Improve Motor Learning Among Older Adults in Immersive Virtual Reality: Short-Term Longitudinal Pre-Post Study on Retention and Transfer.

Gauthier Everard, Louise Declerck, Thierry Lejeune, Martin Gareth Edwards, Justine Bogacki, Cléo Reiprich, Kelly Delvigne, Nicolas Legrain, Charles Sebiyo Batcho

Registry-linked trialAbstract readClinical Trial
In one paragraph

Trial report in JMIR aging, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04694833 (Self-assessment and Telerehabilitation Using Virtual Reality Devices and Serious Games to Improve Motor and Cognitive Impairments in Stroke Patients), which is not on this map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT04694833 naunknown statusnot on this map

Self-assessment and Telerehabilitation Using Virtual Reality Devices and Serious Games to Improve Motor and Cognitive Impairments in Stroke Patients

TypeinterventionalSponsorUniversité Catholique de LouvainRan2020 to 2022Enrolled400ConditionsStroke, Hemiparesis, Cognitive Impairment, Healthy SubjectsArmsMotor and cognitive virtual reality-based assessments, Motor and cognitive virtual reality-based serious games
3 · Its place in the literature

Who cites it

5 citing papers in PubMed.

  1. Trial
  2. Trial
  3. Article
  4. Article
  5. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors.

Gauthier EverardSchool of Rehabilitation Sciences, Faculty of Medicine, Laval University, Québec, QC, Canada.ORCID 0000-0001-5029-5693
Louise DeclerckNeuro Musculo Skeletal Lab (NMSK), Institut de Recherche Expérimentale et Clinique, UCLouvain, Brussels, Belgium.ORCID 0000-0001-5311-1415
Thierry LejeuneNeuro Musculo Skeletal Lab (NMSK), Institut de Recherche Expérimentale et Clinique, UCLouvain, Brussels, Belgium.ORCID 0000-0001-5741-7753
Martin Gareth EdwardsLouvain Bionics, UCLouvain, Louvain-la-neuve, Belgium.ORCID 0000-0003-4532-2436
Justine BogackiNeuro Musculo Skeletal Lab (NMSK), Institut de Recherche Expérimentale et Clinique, UCLouvain, Brussels, Belgium.ORCID 0009-0007-9832-3105
Cléo ReiprichNeuro Musculo Skeletal Lab (NMSK), Institut de Recherche Expérimentale et Clinique, UCLouvain, Brussels, Belgium.ORCID 0009-0003-5545-0957
Kelly DelvigneNeuro Musculo Skeletal Lab (NMSK), Institut de Recherche Expérimentale et Clinique, UCLouvain, Brussels, Belgium.ORCID 0009-0008-3328-4835
Nicolas LegrainNeuro Musculo Skeletal Lab (NMSK), Institut de Recherche Expérimentale et Clinique, UCLouvain, Brussels, Belgium.ORCID 0009-0003-7404-3046
Charles Sebiyo BatchoSchool of Rehabilitation Sciences, Faculty of Medicine, Laval University, Québec, QC, Canada.ORCID 0000-0003-1069-8556

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundDespite their potential, the use of serious games within immersive virtual reality (iVR) for enhancing motor skills in older adults remains relatively unexplored. In this study, we developed a self-adaptive serious game in iVR called REAsmash-iVR. This game involves swiftly locating and striking a digital mole presented with various distractors.

objectiveThis short-term longitudinal pre-post study aims to evaluate REAsmash-iVR's efficacy in promoting motor learning in older adults. Specifically, we seek to determine the transfer and retention of motor learning achieved through REAsmash-iVR to other iVR tasks.

methodsA total of 20 older adults participated in the study, engaging with REAsmash-iVR over 7 consecutive days. The evaluation included iVR tests such as KinematicsVR and a VR adaptation of the Box and Block Test (BBT-VR). KinematicsVR tasks included drawing straight lines and circles as fast and as accurately as possible, while BBT-VR required participants to move digital cubes as quickly as possible within 60 seconds. Assessments were conducted before and after the intervention, with a follow-up at 1 week post intervention. The primary outcome focused on evaluating the impact of REAsmash-iVR on speed-accuracy trade-off during KinematicsVR tasks. Secondary outcomes included analyzing movement smoothness, measured by spectral arc length, and BBT-VR scores.

resultsResults revealed significant improvements in speed-accuracy trade-off post intervention compared to that before the intervention, with notable retention of skills for straight lines (t

conclusionsThese findings provide perspectives for the use of iVR to improve motor learning in older adults through delivering self-adaptive serious games targeting motor and cognitive functions.

trial registrationClinicalTrials.gov NCT04694833; https://clinicaltrials.gov/study/NCT04694833.

Indexed as

LearningMotor SkillsRetention, PsychologyTransfer, PsychologyVideo GamesVirtual RealityAgedAged, 80 and overFemaleHumansLongitudinal StudiesMaleagedkinematicslearningupper extremityvideo gamesvirtual reality

Identifiers

PMID40053708
PMCPMC11914841

What Socratic holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.