Relaxing Virtual Reality Use and Blood Glucose Response to Food (ReViR) Study
1 other identifier
interventional
20
0 countries
N/A
Brief Summary
This randomized cross-over pilot clinical trial aims to evaluate the feasibility and effect of a relaxing virtual reality (VR) experience on glucose response after white bread consumption, compared to a stress-inducing VR, a VR clinical room, and a real clinical room, in healthy adults. Participants will use a head-mounted display to experience either one of the VR environments, or they will simply sit in an actual clinical room for 15 minutes. After this pre-meal condition, participants will consume 66 grams of white bread within 10 minutes, accompanied by 250 mL of water. They will then continue their assigned pre-meal condition for one hour, followed by an additional hour of sitting in the lab for further assessments. The feasibility of the study will be assessed by calculating: 1) Screening to randomization ratio, 2) Recruitment rate of participants per week, 3) Retention rate, 4) Data Completeness of Finger-Prick Glucose Measurements, and 5) VR intervention tolerability measured by Simulator Sickness Questionnaire (SSQ) score. Postprandial glucose response, stress levels, heart rate, and skin conductance will be assessed at baseline (15 minutes before white bread consumption), immediately before consumption (time 0), and at 15, 30, 45, 60, 90, and 120 minutes post-consumption. Palatability will be evaluated immediately after the meal consumption. Motivation to eat will also be assessed at 0, 15, 30, 45, 60, 90, and 120 minutes. Sense of presence will be measured immediately after VR exposure. Additionally, simulator sickness will be assessed at the beginning of the study and after VR exposure. The results will help us better understand the potential feasibility and benefits of using relaxing VR for postprandial glucose management. These findings will also provide evidence to optimize the design of future definitive randomized clinical trials and enhance the development of VR interventions.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started May 2026
Shorter than P25 for not_applicable
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
August 18, 2025
CompletedFirst Posted
Study publicly available on registry
April 21, 2026
CompletedStudy Start
First participant enrolled
May 1, 2026
CompletedPrimary Completion
Last participant's last visit for primary outcome
August 30, 2026
ExpectedStudy Completion
Last participant's last visit for all outcomes
February 1, 2027
April 21, 2026
April 1, 2026
4 months
August 18, 2025
April 16, 2026
Conditions
Outcome Measures
Primary Outcomes (1)
The feasibility of VR interventions for blood glucose response to food
The feasibility of VR interventions for blood glucose response to food will be evaluated using a predefined red-yellow-green progression framework. This framework assesses five key feasibility metrics related to the study: screening to randomization ratio, recruitment rate, retention, data completeness of finger-prick glucose measurements, and VR intervention tolerability. Each metric will be judged against the three zones: green indicates feasibility, yellow suggests that modifications are needed, and red signifies that the trial is not feasible for a larger study in its current design.
Feasibility will be measured through study completion, an average of 4 weeks.
Secondary Outcomes (8)
Postprandial glucose response
Capillary blood glucose will be measured at baseline and periprocedural.
Stress levels
Visual analog scale (VAS) measuring self-reported stress levels will be completed at the baseline and periprocedural.
Skin conductance
Skin conductance will be measured at baseline and periprocedural.
Heart rate
Heart rate will be measured at baseline and periprocedural.
Participants' sense of presence in VR
It will be measured immediately after exposure to VR environments
- +3 more secondary outcomes
Study Arms (4)
A relaxing VR environment
EXPERIMENTALA stress-inducing VR game
ACTIVE COMPARATORA VR clinical room
SHAM COMPARATORA non-VR clinical room
OTHERInterventions
The TRIPP application, a relaxing VR environment that provides an immersive mindfulness.
"Affected: The Manor Complete Edition," which is a horror-themed VR game involving a walk-through of a haunted house designed to evoke stress (Positive control).
A VR clinical room resembling the real clinical room as a sham control
A non-VR clinical room (real clinical environment).
Eligibility Criteria
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Sponsors & Collaborators
Study Officials
- PRINCIPAL INVESTIGATOR
Dylan MacKay, PhD
University of Manitoba
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- OTHER
- Intervention Model
- CROSSOVER
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Assistant Professor
Study Record Dates
First Submitted
August 18, 2025
First Posted
April 21, 2026
Study Start
May 1, 2026
Primary Completion (Estimated)
August 30, 2026
Study Completion (Estimated)
February 1, 2027
Last Updated
April 21, 2026
Record last verified: 2026-04