Trial Outcomes & Findings for Virtual-reality and Emotion Regulation in Violence-Exposed Youth (NCT NCT05022550)

NCT ID: NCT05022550

Last Updated: 2026-07-01

Results Overview

Rated between neutral and strongly agree to the question: "I found the virtual environment to be engaging and enjoyable".

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

74 participants

Primary outcome timeframe

up to 8 weeks

Results posted on

2026-07-01

Participant Flow

Participant milestones

Participant milestones
Measure
DEEP VR Experiment Group
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. DEEP VR: 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.
Overall Study
STARTED
74
Overall Study
1 VR Session Completed
74
Overall Study
2 VR Sessions Completed
49
Overall Study
3 VR Sessions Completed
34
Overall Study
4 VR Sessions Completed
17
Overall Study
5 VR Sessions Completed
11
Overall Study
6 VR Sessions Completed
10
Overall Study
COMPLETED
10
Overall Study
NOT COMPLETED
64

Reasons for withdrawal

Reasons for withdrawal
Measure
DEEP VR Experiment Group
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. DEEP VR: 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.
Overall Study
Withdrawal by Subject
1
Overall Study
Youth Left Detention Facilities Prior to Completing 6 Sessions
63

Baseline Characteristics

Gender is unknown for the other 6 participants

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
DEEP VR Experiment Group
n=73 Participants
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. DEEP VR: 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.
Age, Continuous
15.42 years
STANDARD_DEVIATION 1.26 • n=73 Participants
Sex: Female, Male
Female
16 Participants
n=67 Participants • Gender is unknown for the other 6 participants
Sex: Female, Male
Male
51 Participants
n=67 Participants • Gender is unknown for the other 6 participants
Ethnicity (NIH/OMB)
Hispanic or Latino
0 Participants
n=73 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
70 Participants
n=73 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
3 Participants
n=73 Participants
Race (NIH/OMB)
American Indian or Alaska Native
4 Participants
n=73 Participants
Race (NIH/OMB)
Asian
0 Participants
n=73 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
n=73 Participants
Race (NIH/OMB)
Black or African American
47 Participants
n=73 Participants
Race (NIH/OMB)
White
11 Participants
n=73 Participants
Race (NIH/OMB)
More than one race
8 Participants
n=73 Participants
Race (NIH/OMB)
Unknown or Not Reported
3 Participants
n=73 Participants
Region of Enrollment
United States
73 participants
n=73 Participants
Historical and current delinquency offenses
Property offense
17 Participants
n=73 Participants
Historical and current delinquency offenses
Sex offense
2 Participants
n=73 Participants
Historical and current delinquency offenses
Weapons offense
3 Participants
n=73 Participants
Historical and current delinquency offenses
Violent offense
4 Participants
n=73 Participants
Historical and current delinquency offenses
Multiple offenses
21 Participants
n=73 Participants
Historical and current delinquency offenses
Unknown
26 Participants
n=73 Participants
Youth Self-Report (YSR) Total Score
47.36 score on a scale
STANDARD_DEVIATION 27.37 • n=73 Participants
Youth Self-Report (YSR) Sub-Scores
Internalizing Sub-Score
14.36 score on a scale
STANDARD_DEVIATION 10.39 • n=73 Participants
Youth Self-Report (YSR) Sub-Scores
Externalizing Sub-Score
17.94 score on a scale
STANDARD_DEVIATION 11.6 • n=73 Participants
Childhood Trauma Questionnaire (CTQ)
42.5 score on a scale
STANDARD_DEVIATION 15.7 • n=73 Participants
Child PTSD Symptom Scale for DSM-5 (CPSS-V)
21.95 score on a scale
STANDARD_DEVIATION 17.98 • n=73 Participants

PRIMARY outcome

Timeframe: up to 8 weeks

Population: 11 Participants did not complete the survey.

Rated between neutral and strongly agree to the question: "I found the virtual environment to be engaging and enjoyable".

Outcome measures

Outcome measures
Measure
DEEP VR Experiment Group
n=63 Participants
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. DEEP VR: 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.
Feasibility: Number of Participants Who Enjoyed VR Simulation Experience: Determined Via Qualitative Survey
47 Participants

SECONDARY outcome

Timeframe: Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.

Population: Participants left the facility prior to completing all 6 sessions. 1 participant withdrew.

The DERS is a 36-item child-report survey measuring difficulties with emotion regulation. Respondents report the degree to which the given statement applied to them on a five point Likert scale: 1 = Almost Never to 5 = Always, with a possible total score range of 36 - 180. Higher scores indicate greater difficulties with emotion regulation.

Outcome measures

Outcome measures
Measure
DEEP VR Experiment Group
n=49 Participants
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. DEEP VR: 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.
Mean Change in Difficulty in Emotion Regulation Scale (DERS)
Baseline to session 2
-3.03 score on a scale
Standard Deviation 12.5
Mean Change in Difficulty in Emotion Regulation Scale (DERS)
Baseline to session 3
-9.22 score on a scale
Standard Deviation 12.6
Mean Change in Difficulty in Emotion Regulation Scale (DERS)
Baseline to session 4
-5.91 score on a scale
Standard Deviation 22.9
Mean Change in Difficulty in Emotion Regulation Scale (DERS)
Baseline to session 5
3 score on a scale
Standard Deviation 13.1
Mean Change in Difficulty in Emotion Regulation Scale (DERS)
Baseline to session 6
3.75 score on a scale
Standard Deviation 17.6

SECONDARY outcome

Timeframe: Change measured throughout the 15 minute VR session at baseline and before and after each task condition, sessions typically occurred once a day, participating on 6 days within a 1-2 week period

Population: Participants left the facility prior to completing all 6 sessions. 1 participant withdrew.

Participants will have electrodes affixed to their abdomen to measure heart rate. Before every session, baseline levels of physiological arousal will be captured over a 5 minute resting period. Participants will be asked to sit quietly within a serene virtual outdoor scene followed by a 15 minute DEEP VR experience containing several task conditions.

Outcome measures

Outcome measures
Measure
DEEP VR Experiment Group
n=73 Participants
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. DEEP VR: 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.
Physiological Arousal Measured by Change in Heart Rate
Session 1
41 beats per millisecond
Standard Deviation 225
Physiological Arousal Measured by Change in Heart Rate
Session 2
35.3 beats per millisecond
Standard Deviation 257
Physiological Arousal Measured by Change in Heart Rate
Session 3
143 beats per millisecond
Standard Deviation 734
Physiological Arousal Measured by Change in Heart Rate
Session 4
-5.85 beats per millisecond
Standard Deviation 42.8
Physiological Arousal Measured by Change in Heart Rate
Session 5
-6.03 beats per millisecond
Standard Deviation 12.6
Physiological Arousal Measured by Change in Heart Rate
Session 6
-2.45 beats per millisecond
Standard Deviation 15.5

SECONDARY outcome

Timeframe: Change measured throughout the 15 minute VR session at baseline and before and after each task condition, sessions typically occurred once a day, participating on 6 days within a 1-2 week period

Population: Participants left the facility prior to completing all 6 sessions. 1 participant withdrew.

Participants will have electrodes affixed to their fingers to measure skin response. Before every session, baseline levels of physiological arousal will be captured over a 5 minute resting period. Participants will be asked to sit quietly within a serene virtual outdoor scene followed by a 15 minute DEEP VR experience containing several task conditions.

Outcome measures

Outcome measures
Measure
DEEP VR Experiment Group
n=73 Participants
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. DEEP VR: 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.
Physiological Arousal Measured by Change in Galvanic Skin Response
Session 1
0.255 microsiemens (µS)
Standard Deviation 1.95
Physiological Arousal Measured by Change in Galvanic Skin Response
Session 2
0.834 microsiemens (µS)
Standard Deviation 1.73
Physiological Arousal Measured by Change in Galvanic Skin Response
Session 3
0.631 microsiemens (µS)
Standard Deviation 1.09
Physiological Arousal Measured by Change in Galvanic Skin Response
Session 4
1.500 microsiemens (µS)
Standard Deviation 1.21
Physiological Arousal Measured by Change in Galvanic Skin Response
Session 5
0.837 microsiemens (µS)
Standard Deviation 0.526
Physiological Arousal Measured by Change in Galvanic Skin Response
Session 6
0.987 microsiemens (µS)
Standard Deviation 0.921

SECONDARY outcome

Timeframe: Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.

Population: Participants left the facility prior to completing all 6 sessions. 1 participant withdrew.

The VR-B is a 10-item child-report survey measuring engagement with the virtual-reality biofeedback intervention. Respondents select the degree to which they agree with each statement along a Likert scale: 1 = Strongly Disagree to 7 = Strongly Agree. The VR-B Positive sub-scale is the sum of positive items in the VR-B engagement survey (total range of scores from 4-28). Positive change scores indicate that the VR experience got more positive over time. Reported here is the change in the sub-score from baseline (session 1) through session 6 (up to 2 weeks from baseline).

Outcome measures

Outcome measures
Measure
DEEP VR Experiment Group
n=49 Participants
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. DEEP VR: 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.
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Positive Sub-scale
Baseline to Session 2
-1.15 score on a scale
Standard Deviation 3.78
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Positive Sub-scale
Baseline to Session 3
0.968 score on a scale
Standard Deviation 4.86
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Positive Sub-scale
Baseline to Session 4
-1.11 score on a scale
Standard Deviation 5.26
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Positive Sub-scale
Baseline to Session 5
0.636 score on a scale
Standard Deviation 5.26
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Positive Sub-scale
Baseline to Session 6
1.6 score on a scale
Standard Deviation 6.28

SECONDARY outcome

Timeframe: Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.

Population: Participants left the facility prior to completing all 6 sessions. 1 participant withdrew.

The VR-B is a 10-item child-report survey measuring engagement with the virtual-reality biofeedback intervention. Respondents select the degree to which they agree with each statement along a Likert scale: 1 = Strongly Disagree to 7 = Strongly Agree. The VR-B Negative sub-scale is the sum of negative items in the VR-B engagement survey (total possible range of scores from 4-28). Positive change scores indicate that the VR experience got less negative over time. Reported here is the change in the sub-score from baseline (session 1) through session 6 (up to 2 weeks from baseline).

Outcome measures

Outcome measures
Measure
DEEP VR Experiment Group
n=49 Participants
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. DEEP VR: 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.
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Negative Sub-scale
Baseline to Session 2
-0.404 score on a scale
Standard Deviation 2.12
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Negative Sub-scale
Baseline to Session 3
0.812 score on a scale
Standard Deviation 4.04
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Negative Sub-scale
Baseline to Session 4
0.526 score on a scale
Standard Deviation 2.37
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Negative Sub-scale
Baseline to Session 5
0.636 score on a scale
Standard Deviation 2.98
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Negative Sub-scale
Baseline to Session 6
1.2 score on a scale
Standard Deviation 4.52

SECONDARY outcome

Timeframe: Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.

Population: Participants left the facility prior to completing all 6 sessions. 1 participant withdrew.

Assesses lifetime trauma experiences and severity of PTSD symptom severity in a 20-item survey scored on a 5-point likert scale from 0 'not at all' to 4 'almost always' for a total range of scores between 0 - 80, where higher scores indicate increased PTSD symptoms.

Outcome measures

Outcome measures
Measure
DEEP VR Experiment Group
n=49 Participants
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. DEEP VR: 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.
Mean Change in Child PTSD Symptom Scale (CPSS)
Baseline to Session 3
-3.26 score on a scale
Standard Deviation 8.89
Mean Change in Child PTSD Symptom Scale (CPSS)
Baseline to Session 2
0.585 score on a scale
Standard Deviation 7.75
Mean Change in Child PTSD Symptom Scale (CPSS)
Baseline to Session 4
-4.33 score on a scale
Standard Deviation 4.94
Mean Change in Child PTSD Symptom Scale (CPSS)
Baseline to Session 5
-5.71 score on a scale
Standard Deviation 3.49
Mean Change in Child PTSD Symptom Scale (CPSS)
Baseline to Session 6
-2.71 score on a scale
Standard Deviation 4.31

POST_HOC outcome

Timeframe: Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.

Population: 1 participant withdrew

Mean number of sessions each participant completed

Outcome measures

Outcome measures
Measure
DEEP VR Experiment Group
n=73 Participants
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. DEEP VR: 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.
Number of Sessions Completed
2.65 sessions completed
Standard Deviation 1.68

POST_HOC outcome

Timeframe: Sessions typically occurred once a day, participating on 6 days within a 1-2 week period

Population: 1 participant withdrew

Outcome measures

Outcome measures
Measure
DEEP VR Experiment Group
n=73 Participants
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. DEEP VR: 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.
Average Length of Session
12.83 minutes
Standard Deviation 3.06

POST_HOC outcome

Timeframe: Sessions typically occurred once a day, participating on 6 days within a 1-2 week period

Population: 1 participant withdrew

Outcome measures

Outcome measures
Measure
DEEP VR Experiment Group
n=73 Participants
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. DEEP VR: 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.
Average Total Minutes in Game
38.30 minutes
Standard Deviation 23.82

Adverse Events

DEEP VR Experiment Group

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Sara Heyn, PhD, JD

University of Wisconsin - Madison

Phone: 303-396-2116

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place