NCT05022550

Brief Summary

The current proposal aims to evaluate a novel virtual-reality-based (VR-B) video game treatment for emotional dysregulation for youth currently under the supervision of the juvenile justice system. 135 participants under the age of 17 will be enrolled and will be asked to complete up to 6 VR-B sessions.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
74

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Jun 2022

Typical duration for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

First Submitted

Initial submission to the registry

August 19, 2021

Completed
7 days until next milestone

First Posted

Study publicly available on registry

August 26, 2021

Completed
9 months until next milestone

Study Start

First participant enrolled

June 3, 2022

Completed
2.9 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

May 1, 2025

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

May 1, 2025

Completed
Last Updated

October 1, 2025

Status Verified

May 1, 2025

Enrollment Period

2.9 years

First QC Date

August 19, 2021

Last Update Submit

September 29, 2025

Conditions

Outcome Measures

Primary Outcomes (1)

  • Feasibility: Number of Participants who Enjoyed VR simulation experience: Determined via Qualitative Survey

    up to 8 weeks

Secondary Outcomes (5)

  • Mean Change in Difficulty in Emotion Regulation Scale (DERS)

    Baseline and after each session completed for up to 6 study visits, up to 4 weeks

  • Physiological Arousal Measured by Change in Heart Rate

    Change measured throughout the 15 minute VR session at baseline and before and after each task condition, for up to 6 sessions (up to 6 weeks on study)

  • Physiological Arousal Measured by Change in Galvanic Skin Response

    Change measured throughout the 15 minute VR session at baseline and before and after each task condition, for up to 6 sessions (up to 6 weeks on study)

  • Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B)

    Baseline and up to 4 weeks

  • Mean Change in Child PTSD Symptom Scale (CPSS)

    Baseline and after each session completed for up to 6 study visits, up to 4 weeks

Study Arms (1)

DEEP VR Experiment Group

EXPERIMENTAL

Participants identified from the Dane County Juvenile Court Program will be asked to experience up to 6 VR-B sessions. Participants will wear a lightweight, ultra-high-resolution, wireless, head-mounted display (Oculus Quest 2 Enterprise VR Headset). Each session will proceed through a series of four stages. First, participants will begin with a 5 minute acclimation period inside a demo VR environment. Second, baseline levels of physiological arousal will be captured over a 5 minute resting period where participants will be asked to sit quietly in a serene virtual environment. Third, participants will progress through the DEEP VR experience for 15 minutes. Finally, participants will complete a short series of online questionnaires.

Device: DEEP VR

Interventions

DEEP VRDEVICE

DEEP VR is a virtual reality experience (i.e., video game using a head-mounted display) wherein participants ('players') traverse through a serene underwater adventure for approximately 15 min. Movement through the environment is facilitates through the cued use of regularized, diaphragmatic breathing, captured through a respiratory belt.

DEEP VR Experiment Group

Eligibility Criteria

Age13 Years - 17 Years
Sexall
Healthy VolunteersNo
Age GroupsChild (0-17)

You may qualify if:

  • to 17 years of age at enrollment
  • Availability of a caregiver to provide oral consent
  • Able to provide assent/consent in English
  • Visual acuity adequate to read text on a computer monitor

You may not qualify if:

  • Report of previous discomfort with immersive experiences, including virtual reality, 3D films, or similar media
  • Active psychosis or comparably impairing psychiatric condition

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

University of Wisconsin

Madison, Wisconsin, 53705, United States

Location

Related Publications (7)

  • Warshaw MG, Fierman E, Pratt L, Hunt M, Yonkers KA, Massion AO, Keller MB. Quality of life and dissociation in anxiety disorder patients with histories of trauma or PTSD. Am J Psychiatry. 1993 Oct;150(10):1512-6. doi: 10.1176/ajp.150.10.1512.

    PMID: 8379556BACKGROUND
  • Zafar, M. A., Ahmed, B., Rihawi, R. A., & Gutierrez-Osuna, R. (2020). Gaming Away Stress: Using Biofeedback Games to Learn Paced Breathing. IEEE Transactions on Affective Computing, 11(3), 519-531. https://doi.org/10.1109/TAFFC.2018.2816945

    BACKGROUND
  • Rizzo AS, Koenig ST. Is clinical virtual reality ready for primetime? Neuropsychology. 2017 Nov;31(8):877-899. doi: 10.1037/neu0000405.

    PMID: 29376669BACKGROUND
  • Fonkoue IT, Hu Y, Jones T, Vemulapalli M, Sprick JD, Rothbaum B, Park J. Eight weeks of device-guided slow breathing decreases sympathetic nervous reactivity to stress in posttraumatic stress disorder. Am J Physiol Regul Integr Comp Physiol. 2020 Oct 1;319(4):R466-R475. doi: 10.1152/ajpregu.00079.2020. Epub 2020 Aug 26.

    PMID: 32847397BACKGROUND
  • Fang X, Brown DS, Florence CS, Mercy JA. The economic burden of child maltreatment in the United States and implications for prevention. Child Abuse Negl. 2012 Feb;36(2):156-65. doi: 10.1016/j.chiabu.2011.10.006. Epub 2012 Feb 1.

    PMID: 22300910BACKGROUND
  • Copeland WE, Keeler G, Angold A, Costello EJ. Traumatic events and posttraumatic stress in childhood. Arch Gen Psychiatry. 2007 May;64(5):577-84. doi: 10.1001/archpsyc.64.5.577.

    PMID: 17485609BACKGROUND
  • Blum J, Rockstroh C, Goritz AS. Heart Rate Variability Biofeedback Based on Slow-Paced Breathing With Immersive Virtual Reality Nature Scenery. Front Psychol. 2019 Sep 20;10:2172. doi: 10.3389/fpsyg.2019.02172. eCollection 2019.

    PMID: 31616353BACKGROUND

MeSH Terms

Conditions

Emotional RegulationAdolescent Behavior

Condition Hierarchy (Ancestors)

Self-ControlSocial BehaviorBehavior

Study Officials

  • Ryan J Herringa, MD,PhD

    University of Wisconsin, Madison

    PRINCIPAL INVESTIGATOR
  • Justin D Russell, PhD

    University of Wisconsin, Madison

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NA
Masking
NONE
Purpose
TREATMENT
Intervention Model
SINGLE GROUP
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

August 19, 2021

First Posted

August 26, 2021

Study Start

June 3, 2022

Primary Completion

May 1, 2025

Study Completion

May 1, 2025

Last Updated

October 1, 2025

Record last verified: 2025-05

Data Sharing

IPD Sharing
Will share

Information to be shared may include questionnaire responses, physiological recordings, or game play data. These data will be coded with the unique subject ID, and will not include any linking protected health information or other identifiable information. Data will be shared via encrypted, password protected cloud storage (Box.com).

Shared Documents
STUDY PROTOCOL, SAP, ANALYTIC CODE
Time Frame
Immediately upon study start.
Access Criteria
Information will only be shared with the following individuals with knowledge of the methodology and analyses in this intervention: Dr. Isabele Granic, University of Toronto Joanneke Weerdmeester, Radboud University Owen L. Harris, Explore DEEP Inc.

Locations