Group-Based Online Virtual Reality Gaming to Improve Mental Health Among Children With Physical Disabilities
Purpose
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.
Condition
- Disability Physical
Eligibility
- Eligible Ages
- Between 13 Years and 19 Years
- Eligible Genders
- All
- Accepts Healthy Volunteers
- Yes
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
- Phase
- Phase 1
- Study Type
- Interventional
- Allocation
- N/A
- Intervention Model
- Single Group Assignment
- Intervention Model Description
- Single group pre-to-post design trial that will last 1-year and include 2 waves (n=6 per wave)
- Primary Purpose
- Treatment
- Masking
- None (Open Label)
Arm Groups
Arm | Description | Assigned Intervention |
---|---|---|
Experimental Group-active virtual reality gaming |
Participants will undergo the intervention. |
|
More Details
- Status
- Completed
- Sponsor
- University of Alabama at Birmingham
Study Contact
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.