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E-Emotio Project A Gamified Preventive School-based Paradigm Using Virtual Reality Technologies for Improving Emotional Regulation in Children and Adolescents. (e-Emotio)

U

Universitat Internacional de Catalunya

Status

Enrolling

Conditions

Emotional Regulation
Depression
Anxiety
Executive Function
Virtual Reality

Treatments

Behavioral: VR cognitive training
Behavioral: VR nature exposure relaxation

Study type

Interventional

Funder types

Other

Identifiers

Details and patient eligibility

About

Introduction and Significance: Preventive interventions have been shown to reduce the risk of developing anxiety and depression, making them a critical focus area in mental health promotion for children and adolescents. Enhancing emotion regulation (ER) skills in young people is one approach to preventing anxiety and depression, as ER involves cognitive processes of modifying thoughts and behaviors to manage emotional responses in different contexts. Executive functions (EF), such as cognitive flexibility, working memory, and inhibition, play a crucial role in ER development and regulation in children and adolescents. Recently, immersive virtual reality (IVR) has emerged as a novel tool for improving cognitive training interventions' accessibility and effectiveness. IVR allows users to experience immersive, three-dimensional environments, where they can interact with objects and events in a highly engaging and realistic way. Considering these developments, this study aims to explore the potential benefits of Enhance VR, a gamified IVR program designed to improve ER skills and reduce anxiety and depressive symptoms among children and adolescents.

Methodology: The study will be a longitudinal, parallel, single-blind, randomized controlled pilot trial involving 80 Spanish - or English-speaking participants aged 10 to 16 years old. Participants will be excluded if they have severe psychiatric or neurodevelopmental disorders, physical, motor, or sensory impairments, or a risk of experiencing high cybersickness symptomatology during the VR experience. Participants will be randomly allocated into two groups: an experimental group receiving E-Emotio VR and a control group receiving a placebo-based VR relaxation experience. Both VR interventions will last five weeks, two times a week, for 30 minutes. The experimental group will engage in six games targeting cognitive flexibility, planning, reappraisal strategies, working memory, divided and sustained attention, and processing speed. The control group will be immersed in ten different nature-based VR environments and perform relaxation exercises. Baseline and post-intervention assessments will be conducted using age-adapted validated measures of depressive and anxiety symptoms, ER, executive function (working memory, cognitive flexibility, inhibition, and planning), and attention. Following the intervention, the assessment battery will be re-administered by a blinded assessor, and statistical analyses will be conducted for all the primary and secondary measures assessed before and after the intervention in both groups.

Conclusion: In summary, this study aims to contribute to the development of effective preventive interventions for emotion regulation and mental health symptoms in children and adolescents by promoting ER through gamified VR cognitive training. The study's findings could have significant implications for mental health research, educational and clinical practice. By exploring the potential benefits of VR cognitive training, this research has the potential to inform future studies and clinical interventions aimed at improving young people's mental health and well-being. The gamification of cognitive training interventions could be a powerful tool for increasing engagement and motivation among young people, making them more likely to participate in such interventions.

Enrollment

160 estimated patients

Sex

All

Ages

10 to 16 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • School-aged participants (aged 10 to 16 years old)
  • Individuals who provide consent to participate.

Exclusion criteria

  • A previous diagnosis of severe psychiatric (e.g., maniac, or psychotic symptoms).
  • A previous diagnosis of severe psychiatric neurodevelopmental disorders (i.e., severe autism spectrum disorders, intellectual disabilities, etc),
  • A previous diagnosis of severe physical, motor, or sensory impairments that could interfere with the examination or the VR program.
  • Participants who cannot understand Spanish.

Trial design

Primary purpose

Prevention

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

160 participants in 2 patient groups

VR cognitive training
Experimental group
Description:
The VR cognitive training group will engage in a subset of six games with adaptive difficulty, designed to target specific cognitive functions.
Treatment:
Behavioral: VR cognitive training
VR nature-exposure relaxation group
Active Comparator group
Description:
The control group will be immersed in VR nature-based content and perform relaxation exercises.
Treatment:
Behavioral: VR nature exposure relaxation

Trial contacts and locations

1

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Central trial contact

Bruno O Porras Garcia, PhD

Data sourced from clinicaltrials.gov

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