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Group-Based Online Virtual Reality Gaming to Improve Mental Health Among Children With Physical Disabilities

Phase 1
Completed
Conditions
Disability Physical
Interventions
Behavioral: Intervention
Registration Number
NCT05259462
Lead Sponsor
University of Alabama at Birmingham
Brief Summary

COVID-19 has had a negative impact on the mental health of many children with physical disabilities. This project aims to test the potential effects of an online multiplayer virtual reality group-based, active video game program on social isolation and depression and will include a total of 12 children with physical disabilities.

Detailed Description

This pilot feasibility study will investigate the potential effects of a revised multiplayer virtual reality exergaming program on depression, socialization, and loneliness among children with physical disabilities. This proposed study will use both quantitative and qualitative research methods, to gain a deep understanding of program benefits and implementation procedures that can be refined for a large clinical trial. The active video game program will last 1-month and include 2 supervised 1-hour sessions per week of group-based gaming. Game sessions will be supervised by 2 research staff who will act as gaming and mindfulness coaches. Outcomes will be measured by self-report questionnaires before and after the program. The program will be completed in two waves (6 people per wave). After the program, participants will undergo a one-on-one semi-structured interview, where they can describe their perceptions of the program.

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
12
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 & Design

Study Type
INTERVENTIONAL
Study Design
SINGLE_GROUP
Arm && Interventions
GroupInterventionDescription
Group-active virtual reality gamingInterventionParticipants will undergo the intervention.
Primary Outcome Measures
NameTimeMethod
Changes in Social Isolation / LonelinessChanges from baseline (week 0) to post-intervention (week 5)

Measured by the version 3 of the UCLA Loneliness Scale 20 items (UCLA-20).

Changes in DepressionChanges from baseline (week 0) to post-intervention (week 5)

Changes in self-reported feelings of depression measured by the Children's Depression Inventory 2 Short Form (CDI-S 2).

Secondary Outcome Measures
NameTimeMethod
Multiplayer feedback surveyWeek 5

A questionnaire measuring multiplayer playtime (self-reported times played per week), friendship creation (yes/no), and friendship strength (assessed via Likert scale).

Participants Perceptions of Completing the ProgramWeek 5

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.

Class attendanceWeeks 1 - 4

Percent of classes attended divided by the total

Exercise volumeWeek 0 and Week 5

Self-reported minutes of exercise per week completed. Measured by the Godin Leisure-Time Exercise Questionnaire (GLTEQ).

Quality of social interactionsWeek 5

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.

Perceived enjoyment of the group classesWeek 5

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.

Satisfaction with program deliveryWeek 5

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.

Trial Locations

Locations (1)

Children's Hospital of Alabama

🇺🇸

Birmingham, Alabama, United States

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