Group-Based Online Virtual Reality Gaming to Improve Mental Health Among Children With Physical Disabilities
Improving Social Isolation and Loneliness Among Children With Physical Disabilities Through Group-Based Online Virtual Reality Gaming
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Detailed Description
Study Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Phase 1
Contacts and Locations
Study Contact
Study Contact
- Name: Raven Young, BS
- Phone Number: 205.638.6445
- Email: ravensamuel@uabmc.edu
Study Locations
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Alabama
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Birmingham, Alabama, United States, 35233
- Children's Hospital of Alabama
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Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
- self-reported mobility disability (e.g., use of a mobility device or presence of a mobility impairment)
- access to a Wi-Fi internet connection in the home
- a caregiver to support the child if <18 years of age
- a Facebook account to link to the virtual reality head-mounted display
Exclusion Criteria:
- physically active (defined as >150 minutes/week of moderate-to-vigorous intensity exercise)
- cannot use the arms for exercise or operate the controller buttons using their fingers
- prone to seizures
- complete blindness or deafness
- unable to communicate verbally in English
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Treatment
- Allocation: N/A
- Interventional Model: Single Group Assignment
- Masking: None (Open Label)
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
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Experimental: Group-active virtual reality gaming
Participants will undergo the intervention.
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Participants will utilize low-cost, consumer available head-mounted displays to meet with peers and coaches online.
The program will last 4 weeks and include 2 x 1-hour sessions per week of supervised peer-to-peer gaming.
The coaches will utilize behavioral change and mindfulness techniques to promote autonomy, competence, and relatedness through a respectful, cohesive, and positive atmosphere.
These strategies will be framed by the Self-Determination Theory and learned from the National Center on Health, Physical Activity, and Disability (NCHPAD) mindfulness coaching workshops.
Some of the mindfulness-based strategies will include guided breathing focused exercises, body scanning, meditation, and acceptance of social anxiety and shyness
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What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Changes in Depression
Time Frame: Changes from baseline (week 0) to post-intervention (week 5)
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Changes in self-reported feelings of depression measured by the Children's Depression Inventory 2 Short Form (CDI-S 2).
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Changes from baseline (week 0) to post-intervention (week 5)
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Changes in Social Isolation / Loneliness
Time Frame: Changes from baseline (week 0) to post-intervention (week 5)
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Measured by the version 3 of the UCLA Loneliness Scale 20 items (UCLA-20).
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Changes from baseline (week 0) to post-intervention (week 5)
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Secondary Outcome Measures
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Class attendance
Time Frame: Weeks 1 - 4
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Percent of classes attended divided by the total
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Weeks 1 - 4
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Exercise volume
Time Frame: Week 0 and Week 5
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Self-reported minutes of exercise per week completed.
Measured by the Godin Leisure-Time Exercise Questionnaire (GLTEQ).
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Week 0 and Week 5
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Quality of social interactions
Time Frame: Week 5
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A scale measure of how participants felt about the quality of social interactions they had during online virtual reality gameplay.
The scale ranges from 1-5, where 5 indicates a very high quality of social interactions and a 1 indicates a very low quality of social interactions.
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Week 5
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Perceived enjoyment of the group classes
Time Frame: Week 5
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A scale measure of how enjoyable online group gameplay was.
The scale ranges from 1-5, where 5 indicates a very high level of perceived enjoyment with the group classes and a 1 indicates a very low perceived enjoyment with the group classes.
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Week 5
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Satisfaction with program delivery
Time Frame: Week 5
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A scale measure of participants' satisfaction with how the classes were conducted.
The scale ranges from 1-5, where 5 indicates a very high perceived satisfaction of the program delivery and a 1 indicates a very low perceived satisfaction with the program delivery.
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Week 5
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Multiplayer feedback survey
Time Frame: Week 5
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A questionnaire measuring multiplayer playtime (self-reported times played per week), friendship creation (yes/no), and friendship strength (assessed via Likert scale).
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Week 5
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Participants Perceptions of Completing the Program
Time Frame: Week 5
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Semi-structured interviews evaluating their perceptions of completing the program, with specific attention to providing more in-depth responses (i.e.,explanations) for each of the 8 outcomes.
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Week 5
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Collaborators and Investigators
Sponsor
Sponsor
Publications and helpful links
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Actual)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Actual)
First Posted
Study Record Updates
Last Update Posted (Actual)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Keywords
Other Study ID Numbers
Other Study ID Numbers
- CEDHARS6306
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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