NCT06964477

Brief Summary

The goal of this clinical trial is to evaluate the effects of an extended reality (XR)-enhanced occupational therapy leisure intervention on motivation, emotional engagement, and therapeutic participation among inpatients with chronic psychiatric conditions. The main questions it aims to answer are: Can the XR intervention improve leisure motivation, leisure-related attitudes, and emotional coping strategies in long-term hospitalized individuals with mental illness? Does the XR intervention promote improvements in psychological health, volition, and occupational performance? Researchers will compare an XR-based leisure therapy group to a usual care group engaged in standard hospital leisure activities such as art, music, or reading. Participants will take part in weekly 40-minute sessions for 6 weeks. The XR group will use a custom-designed mobile VR program featuring immersive 360° leisure scenarios aligned with participants' interests and functional goals. Data collection includes standardized assessments (e.g., Interest Checklist, Volitional Questionnaire, COPM, PANSS) and semi-structured interviews to explore changes in motivation, coping, and perceived benefits.

Trial Health

43
At Risk

Trial Health Score

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

Trial has exceeded expected completion date
Enrollment
25

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started Jul 2025

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
not yet recruiting

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

First Submitted

Initial submission to the registry

May 1, 2025

Completed
8 days until next milestone

First Posted

Study publicly available on registry

May 9, 2025

Completed
2 months until next milestone

Study Start

First participant enrolled

July 1, 2025

Completed
3 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

September 15, 2025

Completed
2 months until next milestone

Study Completion

Last participant's last visit for all outcomes

October 31, 2025

Completed
Last Updated

May 9, 2025

Status Verified

May 1, 2025

Enrollment Period

3 months

First QC Date

May 1, 2025

Last Update Submit

May 1, 2025

Conditions

Keywords

Leisure ActivitiesVirtual Reality Exposure TherapyAugmented realityExtend realitySchizoaffective DisorderVolitionMotivationEmotional Regulation

Outcome Measures

Primary Outcomes (3)

  • Change in Leisure Motivation Measured by the Occupational Therapy Interest Checklist

    The Occupational Therapy Interest Checklist will be used to assess changes in leisure motivation, preferred activity domains, and engagement levels. Participants rate their interest in different activities before and after the 6-week intervention period.

    Baseline and after 6 weeks of intervention

  • Change in Occupational Performance and Satisfaction Measured by the Canadian Occupational Performance Measure

    The Chinese version of the Canadian Occupational Performance Measure (COPM-C), originally developed by Law et al. and translated by Pan (2002), will be used to evaluate changes in self-perceived occupational performance and satisfaction. Participants identify up to five personally important occupational problems across three domains (self-care, productivity, and leisure) using a semi-structured interview. For each selected problem, participants rate their performance and satisfaction using a 10-point Likert scale. Higher scores indicate better performance or satisfaction. Final scores are calculated by averaging the performance and satisfaction ratings across the selected problems.

    Baseline and after 6 weeks of intervention

  • Change in Volition Observed Using the Volitional Questionnaire (VQ)

    The Volitional Questionnaire (VQ), developed by de las Heras et al. based on the Model of Human Occupation, will be used to observe changes in participants' volition during occupational activity. The VQ includes 14 items categorized into three levels of volitional development: exploration, competence, and achievement. Trained occupational therapists observe participants during activity sessions and rate behaviors on a 4-point scale: passive, hesitant, involved, and spontaneous. Ratings reflect the degree of autonomy and internal motivation demonstrated during activity. Higher levels represent increased volitional expression and reduced therapist assistance.

    Weekly throughout the 6-week intervention period

Secondary Outcomes (2)

  • Change in Psychiatric Symptoms Measured by the Positive and Negative Syndrome Scale (PANSS)

    Baseline and after 6 weeks of intervention

  • Change in Emotional Coping Strategies Assessed Using the Wellness Toolbox Interview

    Baseline and after 6 weeks of intervention

Study Arms (2)

XR-Based Leisure Intervention

EXPERIMENTAL

Participants assigned to this arm will receive an extended reality (XR)-based leisure intervention that integrates both virtual reality (VR) and augmented reality (AR) technologies. The intervention is delivered once per week for six weeks. Each 40-minute session includes a 10-minute preparatory warm-up, a 20-minute immersive leisure experience using XR content, and a 10-minute structured feedback discussion. The XR experience is developed using the AR2VR platform and incorporates 360-degree panoramic video footage combined with interactive AR elements. The AR content is created using the MAKAR platform, a marker-based augmented reality development tool, enabling participants to interact with digital content through visual markers embedded in the physical or virtual environment. These AR features include interactive prompts, layered visuals, and context-based tasks designed to enhance engagement and therapeutic value.

Behavioral: XR-Based Leisure Intervention

Standard Leisure Activities

ACTIVE COMPARATOR

Participants assigned to this arm will engage in standard hospital-based leisure activities once per week for six weeks. Each session lasts approximately 40 minutes and includes a 10-minute warm-up, a 20-minute activity segment, and a 10-minute group discussion. Activities include therapeutic recreation commonly offered in psychiatric inpatient settings, such as drawing, music appreciation, newspaper reading, or light group exercises. The timing and structure of these sessions are designed to match those of the XR-based intervention group to ensure consistency in session duration and therapist involvement.

Behavioral: XR-Based Leisure Intervention

Interventions

The XR-based leisure intervention was developed based on occupational therapy principles and the therapeutic use of leisure to support engagement, volition, and emotional regulation in individuals with chronic mental illness. The intervention content was designed using the AR2VR platform and the MAKAR marker-based AR development system. Leisure scenarios were created by capturing real-world environments using 360-degree panoramic video and embedding interactive elements, such as contextual prompts, virtual objects, and multimedia cues, to enhance immersion and engagement. Sessions are guided by trained occupational therapists and follow a standardized protocol to ensure consistency. A simple cardboard VR viewer is used to reduce sensory overload and avoid adverse effects common with electronic head-mounted displays, such as dizziness or nausea. Activities target various leisure domains, including physical movement, creative expression, social activities, and cognitive play. Weekly con

Standard Leisure ActivitiesXR-Based Leisure Intervention

Eligibility Criteria

Age20 Years - 65 Years
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Adults aged 20 to 65 years
  • Diagnosed with chronic schizophrenia or schizoaffective disorder (ICD-10 F20.x or F25.x)
  • Hospitalized continuously for at least 6 months
  • Clinically stable with no acute psychiatric symptoms
  • Able to walk independently and communicate verbally
  • Mini-Mental State Examination (MMSE) score ≥ 24

You may not qualify if:

  • History of epilepsy, severe motion sickness, or other seizure-related conditions
  • Significant visual or auditory impairments that may interfere with XR experience
  • Physical conditions that limit participation in leisure activities
  • Current diagnosis of substance abuse or major organic brain disorder
  • Inability to distinguish between reality and virtual environments

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Jing-Ho Hospital

Taichung, Taichung, 40246, Taiwan

Location

MeSH Terms

Conditions

SchizophreniaMental DisordersPsychotic DisordersSelf-ControlEmotional Regulation

Condition Hierarchy (Ancestors)

Schizophrenia Spectrum and Other Psychotic DisordersSocial BehaviorBehavior

Central Study Contacts

Chia-Hui Hung, Ph.D

CONTACT

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Masking Details
No blinding was implemented because the intervention involved observable differences between study groups.
Purpose
TREATMENT
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR INVESTIGATOR
PI Title
Associate Professor

Study Record Dates

First Submitted

May 1, 2025

First Posted

May 9, 2025

Study Start

July 1, 2025

Primary Completion

September 15, 2025

Study Completion

October 31, 2025

Last Updated

May 9, 2025

Record last verified: 2025-05

Data Sharing

IPD Sharing
Will not share

Locations