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".
COMPLETED
NA
74 participants
up to 8 weeks
2026-07-01
Participant Flow
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
| 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
| 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 weeksPopulation: 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
| 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
| 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 periodPopulation: 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
| 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 periodPopulation: 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
| 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
| 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
| 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
| 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
| 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 periodPopulation: 1 participant withdrew
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 periodPopulation: 1 participant withdrew
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 adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place