Group-Based Online Virtual Reality Gaming to Improve Mental Health Among Children With Physical Disabilities
- 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
- 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
- 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
Group Intervention Description Group-active virtual reality gaming Intervention Participants will undergo the intervention.
- Primary Outcome Measures
Name Time Method Changes in Social Isolation / Loneliness Changes 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 Depression Changes 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
Name Time Method Multiplayer feedback survey Week 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 Program Week 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 attendance Weeks 1 - 4 Percent of classes attended divided by the total
Exercise volume Week 0 and Week 5 Self-reported minutes of exercise per week completed. Measured by the Godin Leisure-Time Exercise Questionnaire (GLTEQ).
Quality of social interactions Week 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 classes Week 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 delivery Week 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