Effects of Performing Arts on Attention-deficit/Hyperactivity Disorder (ADHD)
Examining the Impact of the Performing Arts on Hyperactivity, Impulsivity, and Inattention in Young Adults
1 other identifier
interventional
69
1 country
1
Brief Summary
This study examined whether dance-based video gaming could help young adults with Attention-Deficit/Hyperactivity Disorder (ADHD) improve attention, emotional wellbeing, and self-regulation. ADHD can affect focus, impulse control, coordination, and mood. Although medications are helpful for many individuals, they may produce side effects, may not lead to lasting improvement, or may not be accessible to everyone. Because of this, there has been growing interest in enjoyable, accessible, non-medication approaches to support symptom management. This research evaluated how different activities influenced the brain, body, and behavior. Participants were young adults ages 18-24 with a formal ADHD diagnosis. Each participant completed two visits: a baseline visit and an intervention visit. At baseline, participants completed questionnaires measuring ADHD symptoms, mood, and daily functioning. They also performed computer-based tasks assessing attention, inhibition, mental flexibility, and working memory while wearing an electroencephalography (EEG) cap to measure brain activity and a wearable heart rate monitor. Participants also completed balance assessments using a force plate that measured postural control. At the intervention visit, participants were randomly assigned to one of three 30-minute conditions:
- Dance exergaming (Just Dance video game) - active, dance-based movement
- Stationary biking - aerobic exercise while listening to music and watching dance gameplay videos
- Music listening - seated condition listening to the same music and watching the same videos During these activities, EEG and heart rate were recorded. Afterward, participants repeated the same brain, cognitive, and balance assessments completed at baseline. A cool-down period was provided in all groups. This study allowed investigators to examine ADHD from multiple perspectives. The study assessed how movement, music, and dance influenced symptoms; how the brain responded during and after these activities; how the heart and nervous system adapted; and how balance and motor control changed. The study also evaluated how these systems (brain, body, and behavior) interacted with one another. By comparing dance exergaming with traditional aerobic exercise and a non-exercise condition, this study aimed to determine whether dance-based activity provided distinct benefits for young adults with ADHD. The goal was to better understand whether fun, creative, and widely accessible activities could support attention, emotional wellbeing, and physical regulation and whether they could complement existing treatment approaches.
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 May 2024
1 active site
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
May 3, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
March 26, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
March 26, 2025
CompletedFirst Submitted
Initial submission to the registry
December 8, 2025
CompletedFirst Posted
Study publicly available on registry
January 6, 2026
CompletedJanuary 6, 2026
December 1, 2025
11 months
December 8, 2025
December 20, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
ADHD Symptom Severity
Total score (0 to 72) on the Adult ADHD Self-Report Scale (ASRS) - v 1.1; higher scores indicate greater symptom severity
Within 1 week prior to and after invention
Secondary Outcomes (14)
Depression level
Within 1 week prior to and after invention
Anxiety level
Within 1 week prior to and after invention
Attention
Within 1 week prior to and after invention
Inhibition
Within 1 week prior to and after invention
Inhibition
Within 1 week prior to and after intervention
- +9 more secondary outcomes
Other Outcomes (6)
Sex
Within 1 week prior to intervention
Age
Within 1 week prior to intervention
Race
Within 1 week prior to intervention
- +3 more other outcomes
Study Arms (3)
Dance Exergaming
EXPERIMENTALParticipants completed a 30-minute Just Dance exergaming session.
Stationary Cycling
ACTIVE COMPARATORParticipants completed a 30-minute stationary cycling session with matched audiovisual stimulation.
Music Listening
ACTIVE COMPARATORParticipants remained seated and listened to the matched song playlist while viewing Just Dance gameplay.
Interventions
Participants in this intervention completed a dance-based exergaming session (Just Dance 2024) using the Nintendo Switch connected to a large projection screen. Each participant engaged in solo gameplay on Just Dance, following an on-screen coach through choreographed dance sequences set to selected songs. Only songs classified by the game developers as "Easy" were used to ensure consistent difficulty and exertion levels across participants. The total gameplay duration was 30 minutes. During the session, participants wore a Polar heart rate monitor to allow researchers to track physiological responses in real time.
Participants in this intervention remained seated and listened to the same songs used in the Just Dance intervention for approximately 30 minutes in a randomized order. During the session, they also watched prerecorded Just Dance gameplay videos to ensure visual stimulation matched across intervention conditions. During the session, participants wore a Polar heart rate monitor to allow researchers to track physiological responses in real time.
Participants in this intervention completed a stationary bike exercise session while listening to the same songs used in the dance exergaming condition. During biking, they watched prerecorded Just Dance gameplay videos to provide matched audiovisual stimulation across interventions. Before beginning the main session, participants performed a 3-minute self-paced warm-up and completed stretching as needed. Resistance on the bike was adjusted at the participant's preferred pace until they reached 50% of their age-predicted maximum heart rate, calculated as 220 minus age. Heart rate was continuously monitored using a Polar heart rate monitor to ensure they remained within the target training zone. Participants cycled for 30 minutes while listening to the randomized playlist.
Eligibility Criteria
You may qualify if:
- Ages 18 to 24
- Formal diagnosis of ADHD (inattentive, hyperactive-impulsive, or combined)
You may not qualify if:
- Current comorbid neurological disorder (e.g. seizure disorder; multiple sclerosis), tourette syndrome, or epileptic disorder
- Contraindication to physical activity
- Pregnancy
- Incarceration
- Inability to consent on own behalf
- Non-ambulatory
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Virginia Polytechnic Institute and State University
Blacksburg, Virginia, 24061, United States
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Julia C Basso, PhD
Virginia Polytechnic Institute and State University
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Assistant Professor
Study Record Dates
First Submitted
December 8, 2025
First Posted
January 6, 2026
Study Start
May 3, 2024
Primary Completion
March 26, 2025
Study Completion
March 26, 2025
Last Updated
January 6, 2026
Record last verified: 2025-12
Data Sharing
- IPD Sharing
- Will share
- Shared Documents
- STUDY PROTOCOL, SAP, ICF, ANALYTIC CODE
- Time Frame
- Data will be made available beginning 12 months after publication of the primary results and will remain accessible for 5 years.
- Access Criteria
- Qualified researchers may request access by submitting a brief proposal to the Principal Investigator outlining study aims and data security procedures. De-identified behavioral, physiological, and electroencephalography (EEG) data from this study will be shared.
De-identified behavioral, physiological, and electroencephalography (EEG) data from this study will be shared. Data will be made available beginning 12 months after publication of the primary results and will remain accessible for 5 years. Qualified researchers may request access by submitting a brief proposal to the Principal Investigator outlining study aims and data security procedures. Approved researchers will sign a data use agreement. Only de-identified data will be provided, and use will be restricted to scientific, non-commercial purposes.