Positive Youth Development in the Metaverse - a Pilot Study

Sponsor
University of Georgia (Other)
Overall Status
Not yet recruiting
CT.gov ID
NCT05858593
Collaborator
(none)
100
1
2
12
8.3

Study Details

Study Description

Brief Summary

This pilot study aims to leverage VR's capacity to easily replicate content and allow for multiple users to share the same space and engage in activities as if they're meeting in person. Integrating VR into afterschool programs will allow youth to receive more consistent programming content, even when they are unable to travel to the physical location for the in-person meetings.

Condition or Disease Intervention/Treatment Phase
  • Behavioral: Virtual reality curriculum
  • Behavioral: No Virtual reality curriculum
N/A

Detailed Description

This pilot study aims to leverage VR's capacity to easily replicate content and allow for multiple users to share the same space and engage in activities as if they're meeting in person. Integrating VR into afterschool programs will allow youth to receive more consistent programming content, even when they are unable to travel to the physical location for the in-person meetings. It will also empower youth to engage with the afterschool program at their own pace by providing a safe space to learn and practice their socioemotional skills. Implemented at scale, these benefits of a VR-integrated afterschool program will be able to address the issues of health inequity head on by expanding access to high quality afterschool content without incurring high operating costs. The results from this pilot study will provide a critical foundation to apply for an extramurally funded clinical trial to demonstrate the efficacy of a VR-integrated afterschool program on youth mental wellbeing.

Aim 1: Determine feasibility of a VR-integrated afterschool program where youth can access the VR content on their own at home.

Aim 2: Test the hypothesis that complementing the in-person afterschool program with VR will increase a) engagement and b) socioemotional competencies in youth.

Aim 3: Test the hypothesis that youth will demonstrate better mental wellbeing when the in-person afterschool program is complemented with VR.

Study Design

Study Type:
Interventional
Anticipated Enrollment :
100 participants
Allocation:
Randomized
Intervention Model:
Parallel Assignment
Masking:
Single (Participant)
Masking Description:
Participants will be masked to which study condition they are assigned to.
Primary Purpose:
Prevention
Official Title:
Positive Youth Development in the Metaverse - Development of a Virtual Reality Afterschool Program for Middle Childhood Youth
Anticipated Study Start Date :
Aug 30, 2023
Anticipated Primary Completion Date :
Aug 29, 2024
Anticipated Study Completion Date :
Aug 29, 2024

Arms and Interventions

Arm Intervention/Treatment
Experimental: Treatment

In the treatment group, the child will receive the VR-based curriculum in addition to receiving the devices to use for 8 weeks.

Behavioral: Virtual reality curriculum
Rather than rely on mere exposure to devices, participants in the treatment group will receive a curriculum that integrates the devices into traditional content delivered through the after school program.

Active Comparator: Control

In the control group, the child will still receive the devices to use for 8 weeks, but will not have the VR-based curriculum.

Behavioral: No Virtual reality curriculum
Children will be able to use the same devices but will not have access to a curriculum that integrates the devices with traditional content delivered through the after school program.

Outcome Measures

Primary Outcome Measures

  1. Self-regulation [One-time assessment post-treatment (at 8 weeks)]

    Early Adolescent Temperament Questionnaire-Revised ( 1-Almost always untrue, 2-Usually untrue, 3-Sometimes true, sometimes untrue, 4-Usually true, 5-Almost always true)

  2. Mental well-being [One-time assessment post-treatment (at 8 weeks)]

    Strengths and Difficulties Questionnaire (Not true = 0, Somewhat true = 1, Certainly true = 2)

Secondary Outcome Measures

  1. Engagement [8 weeks]

    Number of hours of programming delivered for both in-person and VR

Eligibility Criteria

Criteria

Ages Eligible for Study:
9 Years and Older
Sexes Eligible for Study:
All
Accepts Healthy Volunteers:
Yes
Inclusion Criteria:
  • All children enrolled in the Chess & Community program, between the ages of 9-17, and theirparent/primary caregiver.
Exclusion Criteria:
  • Children who are unable to wear a VR headset will not be recruited.

Contacts and Locations

Locations

Site City State Country Postal Code
1 Athens Chess & Community Athens Georgia United States 30606

Sponsors and Collaborators

  • University of Georgia

Investigators

None specified.

Study Documents (Full-Text)

None provided.

More Information

Publications

None provided.
Responsible Party:
Sun Joo (Grace) Ahn, PHD, Associate Professor, University of Georgia
ClinicalTrials.gov Identifier:
NCT05858593
Other Study ID Numbers:
  • 00006669
First Posted:
May 15, 2023
Last Update Posted:
May 15, 2023
Last Verified:
May 1, 2023
Individual Participant Data (IPD) Sharing Statement:
Yes
Plan to Share IPD:
Yes
Studies a U.S. FDA-regulated Drug Product:
No
Studies a U.S. FDA-regulated Device Product:
No
Keywords provided by Sun Joo (Grace) Ahn, PHD, Associate Professor, University of Georgia
Additional relevant MeSH terms:

Study Results

No Results Posted as of May 15, 2023