A VR Intervention for Prosocial Behavior and Well-being Among Adolescents
NCT06504069 · Status: NOT_YET_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 160
Last updated 2024-07-16
Summary
The aim of this project is to examine the effectiveness of a gamified prosocial VR intervention.
Conditions
- Adolescent
Interventions
- BEHAVIORAL
-
Prosocial VR intervention
A five-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 five weekly sessions, each lasting between 10 to 15 minutes. Each session will depict a different daily life scenario-home, school, street, park, and shopping mall, 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.
Sponsors & Collaborators
-
The Hong Kong Polytechnic University
lead OTHER
Principal Investigators
-
Bryant HUI, Ph.D. · The Hong Kong Polytechnic University
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- DOUBLE
- Model
- PARALLEL
Eligibility
- Min Age
- 10 Years
- Max Age
- 16 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2024-09-01
- Primary Completion
- 2025-09-01
- Completion
- 2026-09-01
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