Immersive Gamified Virtual Reality-Based Training for Children With Attention Deficit Hyperactivity Disorder for Enhancing Social Skills: A Randomized Controlled Trial
| Registry | NCT07784933 |
|---|---|
| Status | Not yet recruiting |
| Phase | Not applicable |
| Study type | Interventional; randomized, parallel, masking: single, supportive care |
| Enrollment | 120 (Estimated) |
| Sponsor | The Hong Kong Polytechnic University (Other) |
| Conditions | ADHD, Social Skills |
| Interventions | Immersive gamified virtual reality-based training (iGameVRT), Traditional social skills training (Behavioral) |
| Dates | start 2027-01-02 (estimated), primary completion 2028-06-30 (estimated), completion 2028-08-30 (estimated), first posted 2026-08-25, last updated 2026-08-25 |
Related Papers Related Patents Related Grants Related Experts
All trials for ADHD All trials for Social Skills All trials of Immersive gamified virtual reality-based training (iGameVRT) All trials of Traditional social skills training
This study evaluates a gamified virtual reality (VR) training program designed to help children with ADHD. Participants will be randomly assigned to one of three groups: the VR training group, a traditional training group, or a waitlist group. Children in both training groups will complete 12 sessions over three weeks. To measure the program's effectiveness, researchers will test all participants four times: before the study starts, immediately after the training ends, and at 3-month and 6-month follow-ups. Finally, children from the VR group will be interviewed after the 6-month check-in to share their experiences, including the benefits and challenges they encountered.
This study employs a mixed-methods design, incorporating both an randomized controlled trial (RCT) and post-trial qualitative interviews. An assessor-blinded, three-arm RCT will be conducted to evaluate the effects of immersive gamified virtual reality-based training (iGameVRT) for children with ADHD. Participants will be randomly assigned to one of three groups: (1) iGameVRT, (2) Traditional Group (TG), and (3) Waitlist Control (WC). Participants in the iGameVRT and TG groups will undergo three weekly intervention sessions. Our pilot study demonstrated that a 12-session VR intervention over three weeks had a substantial effect on improving social skills in participants with ADHD (Cohen's d = 1.50). This indicates that the duration and frequency of the intervention were both feasible and well-tolerated. Therefore, we propose maintaining the same intervention schedule of 12 sessions over three weeks for this large-scale RCT. Assessments will be conducted at baseline (T0), immediately after the week 3 intervention (T1), a 3-month follow-up (T2) and a 6-month follow-up (T3). The training effects will be tested using between-groups (three arms) and within-groups (measures at T0, T1, T2 and T3) comparison. After T3, participants from the iGameVRT will be invited to share their experience of the GameVR-SST and perceived benefits and challenges.
| Arm | Type | Interventions | Description |
|---|---|---|---|
| Virtual reality-based intervention (iGameVRT) | Experimental | Behavioral: Immersive gamified virtual reality-based training (iGameVRT) | The participants will wear a head-mounted display (HMD) for the iGameVRT. Each session of the iGameVRT intervention lasts for a maximum of 20 minutes to ensure the participants focus on the intervention and prevent causing any physical effect. The duration will be adjusted depending on the emotion of the participants during the intervention. The iGameVRT intervention will mainly help the participant enhance their social interaction skills and executive function. The intervention contains three real-life virtual scenarios, including (1) classroom and playground, (2) MTR station and compartment, and (3) supermarket. One scenario will be adopted in each session. The sequences of the scenarios used in each session will be the same for all participants. |
| Traditional social skills training | Active comparator | Behavioral: Traditional social skills training | A teacher will teach the participants social interaction skills through tradidactic instructions and role-play activities. Four modules will be covered: (1) how to introduce yourself and basic social skills; (2) how to listen to others; (3) how to share with others; (4) learn to know how people feel and how to empathise. The content of this training will be as similar as possible to the iGameVRT. The training lasts 20 minutes which depends on the emotion of the participants. Each training session will be conducted in a classroom independently for each participant. |
| Waitlist control | No intervention | The participants in this group will receive no training and they can participate in the social VR training after the intervention period. |
Sex: All, ages: 6 Years to 12 Years, accepts healthy volunteers
Inclusion Criteria: * (1) children aged between 6 and 12 years; * (2) a diagnosis of ADHD by a psychologist or psychiatrist according to the Diagnostic and Statistical Manual of Mental Disorders (DSM-IV) criteria for ADHD; * (3) able to speak, listen and understand Cantonese; * (4) willing to provide informed consent from the participants and the legal guardian of the participants. Exclusion Criteria: * (1) with comorbid conduct/behaviour problems; * (2) with a physical or learning disability that affects the ability to conduct the intervention; * (3) with an abnormal intellectual ability (unable to understand the materials delivered in the intervention); * (4) initiation or change of ADHD medication during the study period; * (5) history of severe motion sickness; * (6) have participated in other psychological interventions for regulating ADHD-related symptoms.