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Virtual-reality and Emotion Regulation in Violence-Exposed Youth (VERVE)

University of Wisconsin (UW) logo

University of Wisconsin (UW)

Status

Completed

Conditions

Emotional Regulation
Adolescent Behavior

Treatments

Device: DEEP VR

Study type

Interventional

Funder types

Other

Identifiers

NCT05022550
A538900 (Other Identifier)
Protocol Version 9/19/2025 (Other Identifier)
SMPH/PSYCHIATRY/PSYCHIATRY (Other Identifier)
2021-0185

Details and patient eligibility

About

The current proposal aims to evaluate a novel virtual-reality-based (VR-B) video game treatment for emotional dysregulation for youth currently under the supervision of the juvenile justice system. 135 participants under the age of 17 will be enrolled and will be asked to complete up to 6 VR-B sessions.

Full description

The goal of this proposal is to determine the feasibility of a novel virtual-reality-based biofeedback (VR-B) treatment among youth highly vulnerable to difficulties in emotional regulation. Biofeedback, which involves the provision of real-time information about physiology, is a well-studied approach to enhancing self-regulatory ability, with potential promise for alleviating mental health problems. In children (as well as adults), biofeedback may be ideally facilitated through video game environments, which offer engaging, immersive, yet dynamic environments that can be changed in real-time. Video games are enormously popular with youth, and may represent an important avenue for treatment in adolescent populations. The current proposal aims to evaluate a novel virtual-reality-based video game treatment for emotional dysregulation for youth currently under the supervision of the juvenile justice system. Exposure to risk factors known to promote impaired self-regulation, such as child mal-treatment, is nearly endemic in this population. Indeed, 'delinquent' youth (i.e., youth in contact with the justice system) are considerably more likely to meet diagnostic criteria for a range of disorders centrally involving dysregulation of affect or arousal, such as post-traumatic stress disorder, anxiety, depression, oppositional defiant disorder, and many others.

Specific Aims:

  • AIM 1: Evaluate the feasibility of a virtual reality treatment for youth

    • Hypothesis 1: Study youth receiving treatment with the virtual reality-based paradigm will qualitatively report the experience to be tolerable and positive with minimal discomfort.
  • AIM 2: Identify potential changes in physiological signaling (e.g., heart rate, skin conductance) across treatment sessions

    • Hypothesis 2: Youth receiving virtual reality biofeedback (VRB) treatment will exhibit physiological changes across sessions (e.g., increased heart rate variability or changes in skin conductance responses).
  • AIM 3: Identify potential changes in symptom severity across treatment sessions

    • Hypothesis 3: Youth receiving virtual reality biofeedback (VRB) treatment will show greater improvements in youth emotion regulation and reduced severity of PTSD mental health symptoms.

Enrollment

74 patients

Sex

All

Ages

13 to 17 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  1. 13 to 17 years of age at enrollment
  2. Availability of a caregiver to provide oral consent
  3. Able to provide assent/consent in English
  4. Visual acuity adequate to read text on a computer monitor

Exclusion criteria

  1. Report of previous discomfort with immersive experiences, including virtual reality, 3D films, or similar media
  2. Active psychosis or comparably impairing psychiatric condition

Trial design

Primary purpose

Treatment

Allocation

N/A

Interventional model

Single Group Assignment

Masking

None (Open label)

74 participants in 1 patient group

DEEP VR Experiment Group
Experimental group
Description:
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.
Treatment:
Device: DEEP VR

Trial contacts and locations

1

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Central trial contact

Justin D Russell, PhD; Sara Heyn, PhD,JD

Data sourced from clinicaltrials.gov

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