Social CognitionVR-GD-COHESIONNCT07850479
Immersive Group Dance in Virtual Reality and Perceived Social Cohesion in Older Adults
A study testing Immersive VR Group Dance Program and Conventional Light Physical Activity Program in people with Social Cognition and Healthy Aging, run by Islamic Azad University, Sanandaj at 1 site in China.
Trial summary
This is a two-arm, parallel-group randomized controlled trial designed to evaluate the effects of an immersive virtual reality (VR)-based group dance program on perceived social cohesion among community-dwelling older adults, compared with a dose-matched conventional light physical activity program. Read more about this study
- Who is it for?
- Ages 65 years and olderHealthy volunteers can take part
- Conditions the study is for
- Social Cognition, Healthy Aging, Loneliness
- What is being tested?
- Immersive VR Group Dance Program and Conventional Light Physical Activity Program
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 180 participants
- Where
- 1 siteChina
- Study dates
- 1 Nov 2025to 15 Jun 2026
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 65 years and older
- All sexes
- Healthy volunteers accepted
- Older adult
Who may be able to join
- Male or female, age 65 years or older, community-dwelling in Beijing.
- Able to participate safely in light-to-moderate physical activity (cleared by self-report screening and/or center physician policy).
- Able to follow verbal instructions and complete questionnaires.
Who cannot join
- Unstable cardiovascular, neurological, or musculoskeletal conditions contraindicating exercise participation.
- Severe cognitive impairment preventing informed consent or protocol adherence.
- Contraindications to immersive VR exposure, including history of seizures/epilepsy, severe vestibular disorders, or severe uncorrected visual impairment.
- Any medical or safety condition judged by the study physician to pose undue risk.
Trial locations and contacts
1 site in 1 country.
About this study
Official title: Immersive Group Dance in Virtual Reality Improves Perceived Social Cohesion in Older Adults: A Technology-Assisted Movement Intervention - A Two-Arm, Parallel-Group Randomized Controlled Trial With Sex-Based Comparison
This is a two-arm, parallel-group randomized controlled trial designed to evaluate the effects of an immersive virtual reality (VR)-based group dance program on perceived social cohesion among community-dwelling older adults, compared with a dose-matched conventional light physical activity program. A total of 180 eligible participants (men and women) will be randomized (1:1) to either the VR group dance condition or the control condition. Both interventions are delivered three times per week for five weeks (15 sessions total). The primary outcome is perceived social cohesion, measured using the Perceived Cohesion Scale (PCS) at baseline, post-intervention (week 5), and 30-day follow-up. Sex differences in response to the intervention will be examined as a secondary objective. This study has been approved by the Institutional Ethics Committee of Capital University of Physical Education and Sports (Approval No. IEC/CUPES/345KJB).
Read the detailed description
This study is a two-arm, parallel-group randomized controlled trial (RCT) conducted in community and senior activity centers in Beijing, China. Participants are randomized (1:1) to either (a) an immersive VR-based group dance intervention or (b) a dose-matched conventional physical activity control program. Outcomes are assessed at three time points: baseline (pre-intervention), post-intervention (week 5), and 30 days after the intervention (FU30). Sex differences in intervention response are examined as a secondary objective.
Randomization and Allocation: Randomization is generated using a computer-based allocation sequence by an independent researcher. Allocation concealment is ensured using sealed, sequentially numbered opaque envelopes opened after baseline assessment. Due to the nature of the intervention, participant blinding is not feasible; however, outcome assessors and the statistician are blinded to group allocation. Stratified randomization by sex is applied to ensure balanced sex distribution across groups.
Participants: Community-dwelling older adults aged 65 years and older (both men and women) are recruited via community announcements and senior centers. After eligibility screening and written informed consent, participants complete baseline assessment prior to randomization. A total of 180 eligible participants are randomized (1:1) to the VR group dance intervention (n = 90) or the dose-matched control condition (n = 90).
Intervention - VR Group: Participants assigned to the VR group complete a 5-week immersive group dance program, delivered three times per week for a total of 15 sessions. Each session lasts approximately 20-30 minutes, including a brief warm-up, the main VR dance activity, and a cool-down period. The intervention is delivered using standalone Pico 4 Enterprise VR headsets (Pico Interactive, ByteDance, China), which provide inside-out motion tracking and do not require connection to an external computer. Headsets are fitted individually, with interpupillary distance, head strap position, and visual clarity adjusted before each session. The VR dance activities are delivered through a commercially available rhythm-based dance application installed on the headset, used in its standard form without modification by the research team. The program presents visually guided dance movements, rhythm cues, and real-time movement feedback within an immersive virtual environment, with progressive movement sequences involving upper-limb gestures, stepping patterns, weight shifting, and coordinated whole-body rhythmic movements. Sessions are conducted in small groups of approximately 6-8 participants under the supervision of trained research staff. Although each participant uses an individual headset, sessions are synchronized in timing so that participants perform the same dance routines together in the same physical room. Before the first session, participants receive a familiarization session explaining headset use, movement cues, and how to stop the activity if discomfort occurs. Intensity is maintained at a light-to-moderate level and progresses gradually across the 5-week period by increasing rhythm complexity, movement variety, and coordination demands, organized in three stages: weeks 1-2 (simple familiarization routines with slow rhythmic stepping, basic arm gestures, short movement sequences), weeks 3-4 (longer dance sequences, more frequent weight shifting, combined arm-leg coordination), and week 5 (more continuous group dance routines with greater rhythm complexity within a light-to-moderate intensity range). Exercise intensity is maintained through age-appropriate low-impact routines, short rest breaks when needed, the talk-test principle, and continuous observation of breathing, balance, fatigue, dizziness, nausea, and general discomfort by trained staff.
The "group" nature of the VR dance intervention is a physically co-present and temporally synchronized group format rather than a fully networked multi-user virtual environment. Participants do not interact with each other through avatars, shared virtual bodies, or direct communication functions inside the VR software. Instead, each participant wears an individual headset and completes the same rhythm-based dance routines at the same time, in the same supervised physical room, and within a shared group session structure. The social component is created through real-world co-presence, synchronized participation, shared task engagement, and instructor-led group organization. Participants start and end each session together, follow the same visual and auditory movement cues, perform parallel dance routines in synchrony, and have brief opportunities for social exchange before and after the VR activity. Participants are allowed to rest at any time, and research staff monitor balance, fatigue, dizziness, nausea, and general discomfort throughout each session. The physical training area is cleared of obstacles, and each participant has a marked safe movement space to minimize collision or fall risk. The same headset model, software platform, session duration, group size, supervision procedure, and progression principles are used throughout the intervention period to improve intervention consistency and replicability.
Control Group - Dose-Matched Conventional Physical Activity: The control group completes a conventional activity program matched for frequency and duration (5 weeks; 3 sessions/week; 15 sessions). Sessions include low-intensity walking and gentle mobility exercises under supervision, consistent with routine center activities. Sessions are delivered in small groups comparable in size to the VR condition (approximately 6-8 participants per session), with equivalent instructor supervision and structured opportunities for social interaction before and after each session. This design ensures comparable levels of group contact and social exposure across conditions.
Safety Monitoring and Adverse Event Procedures: Participant safety is monitored throughout all intervention sessions by trained research staff experienced in working with older adults and VR-based exercise programs. Prior to each session, participants are asked about any new health concerns, discomfort, or symptoms that might affect their ability to participate safely. During the intervention, participants are continuously observed for signs of fatigue, balance difficulties, dizziness, nausea, headache, visual discomfort, or other symptoms commonly associated with immersive VR exposure. Participants are instructed to immediately report any discomfort. If symptoms occur, the activity is paused and appropriate support is provided. Short rest periods, hydration, and seated recovery are available whenever needed. All VR sessions are conducted in a supervised exercise area cleared of obstacles, and each participant is assigned an individual movement space to minimize collision, loss of balance, or fall risk. Any adverse events or participant-reported symptoms are documented by research staff immediately following the session.
Withdrawal and Discontinuation Criteria: Participants are informed that they may withdraw at any time without penalty. Discontinuation criteria after randomization include: (a) occurrence of an adverse event or new medical condition rendering participation unsafe, (b) participant-initiated withdrawal, (c) inability to continue due to scheduling or personal reasons, or (d) failure to meet the predefined minimum participation threshold.
Statistical Analysis Plan: Analyses are performed using IBM SPSS Statistics (Version 26). Descriptive statistics are computed for all variables (mean ± SD for continuous variables; counts and percentages for categorical variables). Baseline equivalence between groups is assessed using independent-samples t-tests for continuous variables and chi-square tests for categorical variables. Normality of PCS total scores at each time point within each group is examined using Kolmogorov-Smirnov tests supplemented by inspection of distributional diagnostics (skewness, kurtosis, and Q-Q plots). Homogeneity of variance for between-group comparisons at each time point is tested using Levene's tests. The assumption of sphericity for the within-subject factor (Time) is evaluated using Mauchly's test; if violated, Greenhouse-Geisser-corrected results are reported. The primary analysis is a mixed-design repeated-measures ANOVA with Time (baseline, post-intervention, FU30) as the within-subject factor and Group (VR vs control) as the between-subject factor. The primary test of the intervention effect is the Group × Time interaction. Effect sizes for ANOVA effects are reported as partial eta squared (η²p), and Hedges' g is reported for follow-up between-group comparisons. Follow-up comparisons examine group differences at each time point, with Holm-Bonferroni adjustment for multiplicity. Sex differences are examined by including Sex as a between-subject factor in exploratory analyses (Group × Time × Sex interaction). Paired-samples t-tests examine within-group changes as exploratory analyses.
- Conditions
- Social Cognition, Healthy Aging, Loneliness, Social Isolation, Quality of Life, Sex Differences
- Being tested
- Immersive VR Group Dance Program, Conventional Light Physical Activity Program
- Keywords
- Virtual Reality, Group Dance, Perceived Social Cohesion, Older Women, Healthy Aging, Randomized Controlled Trial, Exergaming, Social Connectedness, Community-Dwelling Older Adults, Sex Differences, Older Adults, Men and Women
- Medical subject headings
- Social Isolation, Multiple Endocrine Neoplasia Type 1
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Immersive VR Group Dance ProgramBehavioural
A 5-week immersive VR-based group dance program delivered three times per week (15 sessions total). Each session lasts approximately 20-30 minutes and includes a brief warm-up, the main VR dance activity, and a cool-down. Delivered using standalone Pico 4 Enterprise VR headsets with a commercially available rhythm-based dance application, presenting visually guided dance movements, rhythm cues, and real-time movement feedback. Sessions are conducted in small groups of approximately 6-8 participants, synchronized in timing so that participants perform the same dance routines together in the same physical room. Intensity is light-to-moderate and progresses gradually across the 5-week period.
Conventional Light Physical Activity ProgramBehavioural
A 5-week conventional physical activity program delivered three times per week (15 sessions total), matched to the VR condition for frequency and duration. Sessions include low-intensity walking and gentle mobility exercises under supervision, consistent with routine center activities. Delivered in small groups of approximately 6-8 participants per session with equivalent instructor supervision and structured opportunities for social interaction before and after each session.
| Study group | Role | What they receive |
|---|---|---|
| VR Group Dance Intervention | Experimental | Participants complete a 5-week immersive group dance program delivered three times per week for a total of 15 sessions. Each session lasts approximately 20-30 minutes, including a brief warm-up, the main VR dance activity, and a cool-down. The intervention uses standalone Pico 4 Enterprise VR headsets with a commercially available rhythm-based dance application, presenting visually guided dance movements, rhythm cues, and real-time movement feedback in an immersive virtual environment. Sessions are conducted in small groups of approximately 6-8 participants, synchronized in timing so that participants perform the same dance routines together in the same physical room. Intensity is light-to-moderate and progresses gradually across the 5-week period. The group format is physically co-present and temporally synchronized, with social exchange before and after the VR activity. Receives: Behavioral: Immersive VR Group Dance Program |
| Dose-Matched Conventional Physical Activity Control | Active comparator | Participants complete a conventional activity program matched for frequency and duration (5 weeks; 3 sessions/week; 15 sessions). Sessions include low-intensity walking and gentle mobility exercises under supervision, consistent with routine center activities. Sessions are delivered in small groups comparable in size to the VR condition (approximately 6-8 participants per session), with equivalent instructor supervision and structured opportunities for social interaction before and after each session. Receives: Behavioral: Conventional Light Physical Activity Program |
What is being measured
The primary outcome is the main question the study is designed to answer.
Perceived Social Cohesion Score
Perceived social cohesion is measured using the Perceived Cohesion Scale (PCS; Bollen \& Hoyle, 1990). The PCS includes 6 items assessing belonging and morale toward a specified group. Items are summed to yield a total score ranging from 6 to 42, with higher scores indicating stronger perceived cohesion. The PCS was translated into Chinese using forward translation, back-translation, reconciliation, and expert committee review consistent with Beaton et al. (2000).
Measured: Baseline (pre-intervention), Post-Intervention (Week 5), and 30-Day Follow-Up (FU30)
Secondary outcomes (2)
Internal Consistency of the Perceived Cohesion Scale
Cronbach's alpha for the Perceived Cohesion Scale (PCS) is computed at each assessment point (baseline, post-intervention, 30-day follow-up) to evaluate the reliability of the instrument in the study sample.
Measured: Baseline (pre-intervention), Post-Intervention (Week 5), and 30-Day Follow-Up (FU30)
Sex Differences in Perceived Social Cohesion Change
Between-sex differences in Perceived Cohesion Scale (PCS) change scores from baseline to post-intervention and from baseline to 30-day follow-up. Sex is included as a between-subject factor in exploratory analyses to assess whether the intervention effect differs between men and women. Scores range from 6 to 42, with higher scores indicating stronger perceived cohesion.
Measured: Baseline (pre-intervention), Post-Intervention (Week 5), and 30-Day Follow-Up (FU30)
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted30 Sep 2026
- Study start1 Nov 2025
- Primary completion15 Dec 2025
- Study completion15 Jun 2026
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Social CognitionStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- Two-arm, parallel-group randomized controlled trial. Participants are randomized 1:1 to either an immersive VR-based group dance intervention or a dose-matched conventional physical activity control program. Both arms run concurrently for 5 weeks (3 sessions/week, 15 sessions total), with assessments at baseline, post-intervention (week 5), and 30-day follow-up.
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 180 participants (actual)
Sponsor and investigators
- Lead sponsor
- Islamic Azad University, Sanandaj
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Zinat Ebrahimi, Islamic Azad University, Sanandaj
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07850479
- Sponsor's protocol ID
- CUPES-VRDANCE-1404
- Other IDs
- IEC/CUPES/345KJB
- Acronym
- VR-GD-COHESION
- Status last verified
- Sep 2026
- First submitted
- 24 Sep 2026
- Last updated
- 6 Oct 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No: The datasets generated and analyzed during this study are not publicly available due to institutional data governance policies of Capital University of Physical Education and Sports, but are available from the corresponding author upon reasonable request.
Study at a glance
From the registry record, last updated by the sponsor on 6 Oct 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Immersive Group Dance in Virtual Reality Improves Perceived Social Cohesion in Older Adults: A Technology-Assisted Movement Intervention - A Two-Arm, Parallel-Group Randomized Controlled Trial With Sex-Based Comparison
- ClinicalTrials.gov ID
- NCT07850479
- Acronym / sponsor ID
- VR-GD-COHESION / CUPES-VRDANCE-1404
- Conditions
- Social Cognition, Healthy Aging, Loneliness, Social Isolation, Quality of Life, Sex Differences
- Keywords
- Virtual Reality, Group Dance, Perceived Social Cohesion, Older Women, Healthy Aging, Randomized Controlled Trial, Exergaming, Social Connectedness
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 180 participants (actual)
- Lead sponsor
- Islamic Azad University, SanandajUniversity, hospital or other
- Study start
- 1 Nov 2025 (actual)
- Primary completion
- 15 Dec 2025 (actual)
- Study completion
- 15 Jun 2026 (actual)
- First posted
- 30 Sep 2026 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
This is a two-arm, parallel-group randomized controlled trial designed to evaluate the effects of an immersive virtual reality (VR)-based group dance program on perceived social cohesion among community-dwelling older adults, compared with a dose-matched conventional light physical activity program. A total of 180 eligible participants (men and women) will be randomized (1:1) to either the VR group dance condition or the control condition. Both interventions are delivered three times per week for five weeks (15 sessions total). The primary outcome is perceived social cohesion, measured using the Perceived Cohesion Scale (PCS) at baseline, post-intervention (week 5), and 30-day follow-up. Sex differences in response to the intervention will be examined as a secondary objective. This study has been approved by the Institutional Ethics Committee of Capital University of Physical Education and Sports (Approval No. IEC/CUPES/345KJB).
Detailed description
This study is a two-arm, parallel-group randomized controlled trial (RCT) conducted in community and senior activity centers in Beijing, China. Participants are randomized (1:1) to either (a) an immersive VR-based group dance intervention or (b) a dose-matched conventional physical activity control program. Outcomes are assessed at three time points: baseline (pre-intervention), post-intervention (week 5), and 30 days after the intervention (FU30). Sex differences in intervention response are examined as a secondary objective.
Randomization and Allocation: Randomization is generated using a computer-based allocation sequence by an independent researcher. Allocation concealment is ensured using sealed, sequentially numbered opaque envelopes opened after baseline assessment. Due to the nature of the intervention, participant blinding is not feasible; however, outcome assessors and the statistician are blinded to group allocation. Stratified randomization by sex is applied to ensure balanced sex distribution across groups.
Participants: Community-dwelling older adults aged 65 years and older (both men and women) are recruited via community announcements and senior centers. After eligibility screening and written informed consent, participants complete baseline assessment prior to randomization. A total of 180 eligible participants are randomized (1:1) to the VR group dance intervention (n = 90) or the dose-matched control condition (n = 90).
Intervention - VR Group: Participants assigned to the VR group complete a 5-week immersive group dance program, delivered three times per week for a total of 15 sessions. Each session lasts approximately 20-30 minutes, including a brief warm-up, the main VR dance activity, and a cool-down period. The intervention is delivered using standalone Pico 4 Enterprise VR headsets (Pico Interactive, ByteDance, China), which provide inside-out motion tracking and do not require connection to an external computer. Headsets are fitted individually, with interpupillary distance, head strap position, and visual clarity adjusted before each session. The VR dance activities are delivered through a commercially available rhythm-based dance application installed on the headset, used in its standard form without modification by the research team. The program presents visually guided dance movements, rhythm cues, and real-time movement feedback within an immersive virtual environment, with progressive movement sequences involving upper-limb gestures, stepping patterns, weight shifting, and coordinated whole-body rhythmic movements. Sessions are conducted in small groups of approximately 6-8 participants under the supervision of trained research staff. Although each participant uses an individual headset, sessions are synchronized in timing so that participants perform the same dance routines together in the same physical room. Before the first session, participants receive a familiarization session explaining headset use, movement cues, and how to stop the activity if discomfort occurs. Intensity is maintained at a light-to-moderate level and progresses gradually across the 5-week period by increasing rhythm complexity, movement variety, and coordination demands, organized in three stages: weeks 1-2 (simple familiarization routines with slow rhythmic stepping, basic arm gestures, short movement sequences), weeks 3-4 (longer dance sequences, more frequent weight shifting, combined arm-leg coordination), and week 5 (more continuous group dance routines with greater rhythm complexity within a light-to-moderate intensity range). Exercise intensity is maintained through age-appropriate low-impact routines, short rest breaks when needed, the talk-test principle, and continuous observation of breathing, balance, fatigue, dizziness, nausea, and general discomfort by trained staff.
The "group" nature of the VR dance intervention is a physically co-present and temporally synchronized group format rather than a fully networked multi-user virtual environment. Participants do not interact with each other through avatars, shared virtual bodies, or direct communication functions inside the VR software. Instead, each participant wears an individual headset and completes the same rhythm-based dance routines at the same time, in the same supervised physical room, and within a shared group session structure. The social component is created through real-world co-presence, synchronized participation, shared task engagement, and instructor-led group organization. Participants start and end each session together, follow the same visual and auditory movement cues, perform parallel dance routines in synchrony, and have brief opportunities for social exchange before and after the VR activity. Participants are allowed to rest at any time, and research staff monitor balance, fatigue, dizziness, nausea, and general discomfort throughout each session. The physical training area is cleared of obstacles, and each participant has a marked safe movement space to minimize collision or fall risk. The same headset model, software platform, session duration, group size, supervision procedure, and progression principles are used throughout the intervention period to improve intervention consistency and replicability.
Control Group - Dose-Matched Conventional Physical Activity: The control group completes a conventional activity program matched for frequency and duration (5 weeks; 3 sessions/week; 15 sessions). Sessions include low-intensity walking and gentle mobility exercises under supervision, consistent with routine center activities. Sessions are delivered in small groups comparable in size to the VR condition (approximately 6-8 participants per session), with equivalent instructor supervision and structured opportunities for social interaction before and after each session. This design ensures comparable levels of group contact and social exposure across conditions.
Safety Monitoring and Adverse Event Procedures: Participant safety is monitored throughout all intervention sessions by trained research staff experienced in working with older adults and VR-based exercise programs. Prior to each session, participants are asked about any new health concerns, discomfort, or symptoms that might affect their ability to participate safely. During the intervention, participants are continuously observed for signs of fatigue, balance difficulties, dizziness, nausea, headache, visual discomfort, or other symptoms commonly associated with immersive VR exposure. Participants are instructed to immediately report any discomfort. If symptoms occur, the activity is paused and appropriate support is provided. Short rest periods, hydration, and seated recovery are available whenever needed. All VR sessions are conducted in a supervised exercise area cleared of obstacles, and each participant is assigned an individual movement space to minimize collision, loss of balance, or fall risk. Any adverse events or participant-reported symptoms are documented by research staff immediately following the session.
Withdrawal and Discontinuation Criteria: Participants are informed that they may withdraw at any time without penalty. Discontinuation criteria after randomization include: (a) occurrence of an adverse event or new medical condition rendering participation unsafe, (b) participant-initiated withdrawal, (c) inability to continue due to scheduling or personal reasons, or (d) failure to meet the predefined minimum participation threshold.
Statistical Analysis Plan: Analyses are performed using IBM SPSS Statistics (Version 26). Descriptive statistics are computed for all variables (mean ± SD for continuous variables; counts and percentages for categorical variables). Baseline equivalence between groups is assessed using independent-samples t-tests for continuous variables and chi-square tests for categorical variables. Normality of PCS total scores at each time point within each group is examined using Kolmogorov-Smirnov tests supplemented by inspection of distributional diagnostics (skewness, kurtosis, and Q-Q plots). Homogeneity of variance for between-group comparisons at each time point is tested using Levene's tests. The assumption of sphericity for the within-subject factor (Time) is evaluated using Mauchly's test; if violated, Greenhouse-Geisser-corrected results are reported. The primary analysis is a mixed-design repeated-measures ANOVA with Time (baseline, post-intervention, FU30) as the within-subject factor and Group (VR vs control) as the between-subject factor. The primary test of the intervention effect is the Group × Time interaction. Effect sizes for ANOVA effects are reported as partial eta squared (η²p), and Hedges' g is reported for follow-up between-group comparisons. Follow-up comparisons examine group differences at each time point, with Holm-Bonferroni adjustment for multiplicity. Sex differences are examined by including Sex as a between-subject factor in exploratory analyses (Group × Time × Sex interaction). Paired-samples t-tests examine within-group changes as exploratory analyses.
Study design
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 2
- Model description
- Two-arm, parallel-group randomized controlled trial. Participants are randomized 1:1 to either an immersive VR-based group dance intervention or a dose-matched conventional physical activity control program. Both arms run concurrently for 5 weeks (3 sessions/week, 15 sessions total), with assessments at baseline, post-intervention (week 5), and 30-day follow-up.
| Arm | Type | Receives |
|---|---|---|
| VR Group Dance Intervention | Experimental | Behavioral: Immersive VR Group Dance ProgramParticipants complete a 5-week immersive group dance program delivered three times per week for a total of 15 sessions. Each session lasts approximately 20-30 minutes, including a brief warm-up, the main VR dance activity, and a cool-down. The intervention uses standalone Pico 4 Enterprise VR headsets with a commercially available rhythm-based dance application, presenting visually guided dance movements, rhythm cues, and real-time movement feedback in an immersive virtual environment. Sessions are conducted in small groups of approximately 6-8 participants, synchronized in timing so that participants perform the same dance routines together in the same physical room. Intensity is light-to-moderate and progresses gradually across the 5-week period. The group format is physically co-present and temporally synchronized, with social exchange before and after the VR activity. |
| Dose-Matched Conventional Physical Activity Control | Active comparator | Behavioral: Conventional Light Physical Activity ProgramParticipants complete a conventional activity program matched for frequency and duration (5 weeks; 3 sessions/week; 15 sessions). Sessions include low-intensity walking and gentle mobility exercises under supervision, consistent with routine center activities. Sessions are delivered in small groups comparable in size to the VR condition (approximately 6-8 participants per session), with equivalent instructor supervision and structured opportunities for social interaction before and after each session. |
Who may qualify
- Ages
- 65 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Older adult
Key inclusion criteria (3 listed)
- Male or female, age 65 years or older, community-dwelling in Beijing.
- Able to participate safely in light-to-moderate physical activity (cleared by self-report screening and/or center physician policy).
- Able to follow verbal instructions and complete questionnaires.
Key exclusion criteria (4 listed)
- Unstable cardiovascular, neurological, or musculoskeletal conditions contraindicating exercise participation.
- Severe cognitive impairment preventing informed consent or protocol adherence.
- Contraindications to immersive VR exposure, including history of seizures/epilepsy, severe vestibular disorders, or severe uncorrected visual impairment.
- Any medical or safety condition judged by the study physician to pose undue risk.
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Immersive VR Group Dance ProgramA 5-week immersive VR-based group dance program delivered three times per week (15 sessions total). Each session lasts approximately 20-30 minutes and includes a brief warm-up, the main VR dance activity, and a cool-down. Delivered using standalone Pico 4 Enterprise VR headsets with a commercially available rhythm-based dance application, presenting visually guided dance movements, rhythm cues, and real-time movement feedback. Sessions are conducted in small groups of approximately 6-8 participants, synchronized in timing so that participants perform the same dance routines together in the same physical room. Intensity is light-to-moderate and progresses gradually across the 5-week period. | Behavioural | VR Group Dance Intervention |
| Conventional Light Physical Activity ProgramA 5-week conventional physical activity program delivered three times per week (15 sessions total), matched to the VR condition for frequency and duration. Sessions include low-intensity walking and gentle mobility exercises under supervision, consistent with routine center activities. Delivered in small groups of approximately 6-8 participants per session with equivalent instructor supervision and structured opportunities for social interaction before and after each session. | Behavioural | Dose-Matched Conventional Physical Activity Control |
Primary outcome
Perceived Social Cohesion Score
Time frame: Baseline (pre-intervention), Post-Intervention (Week 5), and 30-Day Follow-Up (FU30)
Perceived social cohesion is measured using the Perceived Cohesion Scale (PCS; Bollen \& Hoyle, 1990). The PCS includes 6 items assessing belonging and morale toward a specified group. Items are summed to yield a total score ranging from 6 to 42, with higher scores indicating stronger perceived cohesion. The PCS was translated into Chinese using forward translation, back-translation, reconciliation, and expert committee review consistent with Beaton et al. (2000).
2 secondary outcomes
Internal Consistency of the Perceived Cohesion Scale
Time frame: Baseline (pre-intervention), Post-Intervention (Week 5), and 30-Day Follow-Up (FU30)
Sex Differences in Perceived Social Cohesion Change
Time frame: Baseline (pre-intervention), Post-Intervention (Week 5), and 30-Day Follow-Up (FU30)
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 6 Oct 2026.
- Individual participant dataSharing planned: No. The datasets generated and analyzed during this study are not publicly available due to institutional data governance policies of Capital University of Physical Education and Sports, but are available from the corresponding author upon reasonable request.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Immersive VR Group Dance Program and Conventional Light Physical Activity Program in people with Social Cognition and Healthy Aging, run by Islamic Azad University, Sanandaj at 1 site in China.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 3 inclusion and 4 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 6 Oct 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in China. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Perceived Social Cohesion Score (time frame: Baseline (pre-intervention), Post-Intervention (Week 5), and 30-Day Follow-Up (FU30)). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 6 Oct 2026.