Group-Based Online Virtual Reality Gaming to Improve Mental Health Among Children With Physical Disabilities
Study Details
Study Description
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.
Condition or Disease | Intervention/Treatment | Phase |
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Phase 1 |
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.
Study Design
Arms and Interventions
Arm | Intervention/Treatment |
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Experimental: Group-active virtual reality gaming Participants will undergo the intervention. |
Behavioral: Intervention
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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Outcome Measures
Primary Outcome Measures
- 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).
- 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).
Secondary Outcome Measures
- 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.
- 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.
Eligibility Criteria
Criteria
Inclusion Criteria:
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self-reported mobility disability (e.g., use of a mobility device or presence of a mobility impairment)
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access to a Wi-Fi internet connection in the home
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a caregiver to support the child if <18 years of age
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a Facebook account to link to the virtual reality head-mounted display
Exclusion Criteria:
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physically active (defined as >150 minutes/week of moderate-to-vigorous intensity exercise)
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cannot use the arms for exercise or operate the controller buttons using their fingers
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prone to seizures
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complete blindness or deafness
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unable to communicate verbally in English
Contacts and Locations
Locations
Site | City | State | Country | Postal Code | |
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1 | Children's Hospital of Alabama | Birmingham | Alabama | United States | 35233 |
Sponsors and Collaborators
- University of Alabama at Birmingham
Investigators
None specified.Study Documents (Full-Text)
None provided.More Information
Publications
None provided.- CEDHARS6306