A VR Intervention for Promoting Prosocial Behavior and Well-being in Youth
NCT06454851 · Status: NOT_YET_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 160
Last updated 2024-06-12
Summary
The objective of the present project is to develop a gamified prosocial VR intervention for youth transitioning from secondary to tertiary education, and to test the effectiveness of the gamified prosocial VR intervention for promoting prosocial behavior and well-being.
Conditions
- Youth
Interventions
- BEHAVIORAL
-
Prosocial VR intervention
A four-week gamified prosocial VR intervention program based on literature review and relevance to the local contexts will be developed for the proposed project. The intervention will be expanded to include four weekly sessions, each lasting between 15 to 20 minutes. Each session will depict a different daily life scenario-campus, lecture hall, canteen, and library, respectively. During each session, participants will engage in a series of tasks that incorporate elements of prosocial behavior or helping actions within the scene. These tasks are designed to be more comprehensive and interactive, ensuring that participants are fully immersed in the experience for the entire duration of the session.
- OTHER
-
No intervention
The waitlist control group will not receive the intervention during the study.
Sponsors & Collaborators
-
The Hong Kong Polytechnic University
lead OTHER
Principal Investigators
-
Sylvia CHEN, Ph.D. · The Hong Kong Polytechnic University
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- DOUBLE
- Model
- PARALLEL
Eligibility
- Min Age
- 15 Years
- Max Age
- 19 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2024-06-01
- Primary Completion
- 2025-05-01
- Completion
- 2025-05-31
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