Effects of HIIT VR Exergame on Attention and Executive Function in Young People With ADHD
VRADHD
1 other identifier
interventional
98
1 country
2
Brief Summary
The goal of this clinical trial is to learn if the "Move Sapiens" exergame in Virtual Reality (VR), incorporated with a short model of High-Intensity Interval Training (HIIT), works as an intervention tool for adolescents with Attention-Deficit Hyperactivity/Disorder (ADHD). It will also assess the safety and effectiveness of this intervention. The main questions it aims to answer are: Does interacting with HIIT "Move Sapiens®" in VR improve attention and executive function in adolescents with ADHD? Does this intervention reduce other symptoms such as sleep problems and anxiety? Researchers will compare the HIIT VR exergame to a control condition. Participants will: Engage with "Move Sapiens®" in VR (intervention group) or participate in a control condition with an adapted version of the exergame without physical exercise (control group) (five times a week for 4 weeks). Visit the clinic for assessments and tests. The analysis will involve comparing group means using a mixed model and calculating effect sizes with Cohen's d to determine the clinical relevance of the results
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Sep 2024
Typical duration for not_applicable
2 active sites
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
September 13, 2024
CompletedFirst Submitted
Initial submission to the registry
September 30, 2024
CompletedFirst Posted
Study publicly available on registry
October 9, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
July 1, 2026
ExpectedStudy Completion
Last participant's last visit for all outcomes
November 1, 2026
October 9, 2024
October 1, 2024
1.8 years
September 30, 2024
October 7, 2024
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Inattention total score
SNAP-IV will be used to assess inattention scores. Responses to 9 items aligned with DSM-5 Inatention criteria will be collected from parents using a 4-point Likert scale.
Pre intervention (baseline) and post intervention (4th week)
Inhibibitory Control
Inhibitory control will be assessed with a computerized Go/No Go task. Number of Comission Errors corrected by age will be the outcome used.
Pre intervention (baseline) and post intervention (4th week)
Secondary Outcomes (7)
Verbal Working Memory
Pre intervention (baseline) and post intervention (4th week)
Spatial Working Memory
Pre intervention (baseline) and post intervention (4th week)
Cognitive Flexibility
Pre intervention (baseline) and post intervention (4th week)
Reaction Time
Pre intervention (baseline) and post intervention (4th week)
Sleep quality
Pre intervention (baseline) and post intervention (4th week)
- +2 more secondary outcomes
Other Outcomes (4)
Functional Magnetic Resonance Imaging (fMRI)
Pre intervention (baseline) and post intervention (4th week)
Heart Rate
Pre intervention (baseline) and post intervention (4th week)
Participants' experiences in the game
Pre intervention (baseline) and post intervention (4th week)
- +1 more other outcomes
Study Arms (2)
HIIT VR
EXPERIMENTALThe virtual reality (VR) exergame 'Move Sapiens®' will be implemented through the VR headset Oculus Quest 2 (Meta®, Menlo Park, USA). The game's objective is to take as much life from the drone as possible while avoiding being hit to preserve their own life, the drone not only moves erratically but also can attack, having a defined amount of life, just like the player. Participants will use a virtual exoskeleton to interact with the environment, and their main task is to aim and punch a drone that moves unpredictably. The exergame incorporates a short HIIT model, consisting of 12 cycles that include 16 seconds of maximum effort followed by 20 seconds of rest. This structured format is intrinsic to the game's design, aiming for a balance between effort and recovery. Essential factors for the simulation design include an engaging sensory experience of enhanced physical skills and the application of powerful punches in the game design.
Sedentary VR
SHAM COMPARATORParticipants will play an adapted version of the 'Move Sapiens®' exergame in VR, which maintains the immersive environment of the original game but excludes any physical exercise component. In this version, interaction will be carried out exclusively through joystick manipulation, without requiring physical activity from the participants.
Interventions
4 weeks of practice with the virtual reality game, totalling 20 sessions, 5 supervised in the laboratory and 15 at home with remote monitoring.
Eligibility Criteria
You may qualify if:
- participants with diagnosis of ADHD according to DSM-5;
- age between 12 and 17 years;
- no prior use of ADHD medication or have not been using ADHD medication for at least one month.
You may not qualify if:
- participants with conditions and comorbidities that prevent the execution of HIIT in VR, such as severe additional psychiatric and physical conditions and a history of seizures;
- inattention score below 12 on the SNAP-IV inattention subscale;
- IQ below 70;
- recreationally active people who engage in intense, systematic physical activity more than two times a week.
- participants with non-compatible aneurysm clips, cochlear implants, pacemakers, metal fragments in the body or eyes, or non-removable piercings;
- internal metal residues that interfere with image acquisition and analysis;
- severe claustrophobia;
- respiratory difficulties that prevent cooperation;
- inability to remain still due to hyperactivity;
- body weight and size exceeding device limits;
- excessive involuntary movement;
- anatomical abnormalities.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Hospital de Clinicas de Porto Alegrelead
- University of Sao Paulocollaborator
- Centro de Inovação em Saúde Mental (CISM)collaborator
- Fundação de Amparo à Pesquisa do Estado de São Paulocollaborator
- Grupo UniEDUKcollaborator
Study Sites (2)
Hospital de Clínicas de Porto Alegre
Porto Alegre, Rio Grande do Sul, 90035-007, Brazil
UniEDUK-UniMax
Indaiatuba, São Paulo, 13343-000, Brazil
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Luis Augusto Rohde, PhD
Hospital de Clínicas de Porto Alegre
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- INVESTIGATOR, OUTCOMES ASSESSOR
- Masking Details
- This study will be a single-blind clinical trial; the evaluators of the primary outcomes will be blinded, unaware of the group allocation to ensure the objectivity of the assessments. The data analysis will remain blinded to ensure that the researcher in charge is unaware of the experimental conditions, thus maintaining the impartiality of the analysis. However, the participants will be aware of their allocation group, as they will experience the different versions of the VR game 'Move Sapiens®'; one group will perform the exergame, with HIIT physical exercise, while the other will participate using a joystick, without physical exercise, which will prevent blinding of the volunteers. The training monitoring team, due to operational necessity, will also not be blinded.
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
September 30, 2024
First Posted
October 9, 2024
Study Start
September 13, 2024
Primary Completion (Estimated)
July 1, 2026
Study Completion (Estimated)
November 1, 2026
Last Updated
October 9, 2024
Record last verified: 2024-10