Trial Outcomes & Findings for Virtual Reality Training for Social Skills in Schizophrenia (NCT NCT03128099)

NCT ID: NCT03128099

Last Updated: 2020-03-19

Results Overview

Social Engagement Latency (SEL), defined as the time taken to select an avatar by fixating eye gaze at the chosen avatar's face to initiate a new social 'mission'. This is an ecologically valid index that corresponds to one's readiness to initiate a social interaction. To start a social 'mission', the participant must choose an avatar by fixating on a semi-transparent green patch that covers the avatar's face. When the participant fixates on the avatar's face, the green patch disappears to reveal the avatar's face, which starts the social mission game. The time takes to remove the green patch to reveal the avatar's face is the SEL, our primary social attention target and a useful index of pro-social attention engagement.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

47 participants

Primary outcome timeframe

5 weeks

Results posted on

2020-03-19

Participant Flow

Participant milestones

Participant milestones
Measure
Low Dose VR Social Skills Training
In the low dose condition, participants play the video game for one hour per session. This is a behavioral intervention study. The intervention is playing the social skills virtual reality game to exercise social skills with avatar characters. Virtual reality social skills training: Participants play a virtual reality video game involving social interactions with various characters ( avatars) at a bus stop, a cafeteria and a grocery store. The games become progressively more complex as the participant improves task performance. Eye tracking patterns are recorded throughout the game to observe the patterns of social attention. Social attention was indexed by a measure called Social Engagement latency (SEL).
High Dose VR Social Skills Training
In the high dose condition, participants play the same video game twice per session (it takes them two hours). This is a behavioral intervention study. The intervention is playing the social skills virtual reality game to exercise social skills with avatar characters. Virtual reality social skills training: Participants play a virtual reality video game involving social interactions with various characters ( avatars) at a bus stop, a cafeteria and a grocery store. The games become progressively more complex as the participant improves task performance. Eye tracking patterns are recorded throughout the game to observe the patterns of social attention. Social attention was indexed by a measure called Social Engagement latency (SEL).
Healthy Control Participants
Control participants were recruited to obtain normative data
Overall Study
STARTED
21
4
22
Overall Study
Hour 1 (Low Dose) Started
21
4
22
Overall Study
Hour 1 (Low Dose) Completed
19
4
21
Overall Study
Hour 2 (High Dose)Started
0
4
0
Overall Study
Hour 2 (High Dose) Completed
0
0
0
Overall Study
COMPLETED
19
0
21
Overall Study
NOT COMPLETED
2
4
1

Reasons for withdrawal

Reasons for withdrawal
Measure
Low Dose VR Social Skills Training
In the low dose condition, participants play the video game for one hour per session. This is a behavioral intervention study. The intervention is playing the social skills virtual reality game to exercise social skills with avatar characters. Virtual reality social skills training: Participants play a virtual reality video game involving social interactions with various characters ( avatars) at a bus stop, a cafeteria and a grocery store. The games become progressively more complex as the participant improves task performance. Eye tracking patterns are recorded throughout the game to observe the patterns of social attention. Social attention was indexed by a measure called Social Engagement latency (SEL).
High Dose VR Social Skills Training
In the high dose condition, participants play the same video game twice per session (it takes them two hours). This is a behavioral intervention study. The intervention is playing the social skills virtual reality game to exercise social skills with avatar characters. Virtual reality social skills training: Participants play a virtual reality video game involving social interactions with various characters ( avatars) at a bus stop, a cafeteria and a grocery store. The games become progressively more complex as the participant improves task performance. Eye tracking patterns are recorded throughout the game to observe the patterns of social attention. Social attention was indexed by a measure called Social Engagement latency (SEL).
Healthy Control Participants
Control participants were recruited to obtain normative data
Overall Study
High dose task was too long
0
4
0
Overall Study
Participant got a full time job.
1
0
0
Overall Study
Became homeless and lost contact
1
0
0
Overall Study
Did not complete all the assessments
0
0
1

Baseline Characteristics

No participants completed the High dose VR social skills training. The control group did not receive any VR training

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Low Dose VR Social Skills Training
n=21 Participants
In the low dose condition, participants play the video game for one hour per session. This is a behavioral intervention study. The intervention is playing the social skills virtual reality game to exercise social skills with avatar characters. Virtual reality social skills training: Participants play a virtual reality video game involving social interactions with various characters ( avatars) at a bus stop, a cafeteria and a grocery store. The games become progressively more complex as the participant improves task performance. Eye tracking patterns are recorded throughout the game to observe the patterns of social attention
High Dose VR Social Skills Training
n=4 Participants
In the high dose condition, participants play the same video game twice per session (it takes them two hours). This is a behavioral intervention study. The intervention is playing the social skills virtual reality game to exercise social skills with avatar characters. Virtual reality social skills training: Participants play a virtual reality video game involving social interactions with various characters ( avatars) at a bus stop, a cafeteria and a grocery store. The games become progressively more complex as the participant improves task performance. Eye tracking patterns are recorded throughout the game to observe the patterns of social attention
Healthy Control Participants
n=22 Participants
Control participants were recruited to provide normative data
Total
n=47 Participants
Total of all reporting groups
Age, Continuous
48.78 years
STANDARD_DEVIATION 7.42 • n=21 Participants
47.52 years
STANDARD_DEVIATION 10.08 • n=4 Participants
45.65 years
STANDARD_DEVIATION 8.17 • n=22 Participants
47.2 years
STANDARD_DEVIATION 7.8 • n=47 Participants
Sex: Female, Male
Female
10 Participants
n=21 Participants
0 Participants
n=4 Participants
12 Participants
n=22 Participants
22 Participants
n=47 Participants
Sex: Female, Male
Male
11 Participants
n=21 Participants
4 Participants
n=4 Participants
10 Participants
n=22 Participants
25 Participants
n=47 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
n=21 Participants
0 Participants
n=4 Participants
1 Participants
n=22 Participants
1 Participants
n=47 Participants
Race (NIH/OMB)
Asian
1 Participants
n=21 Participants
0 Participants
n=4 Participants
2 Participants
n=22 Participants
3 Participants
n=47 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
n=21 Participants
0 Participants
n=4 Participants
0 Participants
n=22 Participants
0 Participants
n=47 Participants
Race (NIH/OMB)
Black or African American
13 Participants
n=21 Participants
4 Participants
n=4 Participants
5 Participants
n=22 Participants
22 Participants
n=47 Participants
Race (NIH/OMB)
White
6 Participants
n=21 Participants
0 Participants
n=4 Participants
14 Participants
n=22 Participants
20 Participants
n=47 Participants
Race (NIH/OMB)
More than one race
0 Participants
n=21 Participants
0 Participants
n=4 Participants
0 Participants
n=22 Participants
0 Participants
n=47 Participants
Race (NIH/OMB)
Unknown or Not Reported
1 Participants
n=21 Participants
0 Participants
n=4 Participants
0 Participants
n=22 Participants
1 Participants
n=47 Participants
Region of Enrollment
United States
21 participants
n=21 Participants
4 participants
n=4 Participants
22 participants
n=22 Participants
47 participants
n=47 Participants
Baseline Social Attention
32824 milliseconds
STANDARD_DEVIATION 11932 • n=21 Participants • No participants completed the High dose VR social skills training. The control group did not receive any VR training
32824 milliseconds
STANDARD_DEVIATION 11932 • n=21 Participants • No participants completed the High dose VR social skills training. The control group did not receive any VR training

PRIMARY outcome

Timeframe: 5 weeks

Population: NB: We did not run high dose condition due to the feasibility problem. Control participants do not undergo training. Therefore only the results of the low dose condition are reported

Social Engagement Latency (SEL), defined as the time taken to select an avatar by fixating eye gaze at the chosen avatar's face to initiate a new social 'mission'. This is an ecologically valid index that corresponds to one's readiness to initiate a social interaction. To start a social 'mission', the participant must choose an avatar by fixating on a semi-transparent green patch that covers the avatar's face. When the participant fixates on the avatar's face, the green patch disappears to reveal the avatar's face, which starts the social mission game. The time takes to remove the green patch to reveal the avatar's face is the SEL, our primary social attention target and a useful index of pro-social attention engagement.

Outcome measures

Outcome measures
Measure
Low Dose VR Social Skills Training
n=18 Participants
In the low dose condition, participants play the video game for one hour per session. This is a behavioral intervention study. The intervention is playing the social skills virtual reality game to exercise social skills with avatar characters. Virtual reality social skills training: Participants play a virtual reality video game involving social interactions with various characters ( avatars) at a bus stop, a cafeteria and a grocery store. The games become progressively more complex as the participant improves task performance. Eye tracking patterns are recorded throughout the game to observe the patterns of social attention
Social Attention: Social Engagement Latency (SEL)
21618 msec
Standard Deviation 4134

Adverse Events

Low Dose VR Social Skills Training

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

High Dose VR Social Skills Training

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Healthy Controls

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Dr. Sohee Park, Project Director

Vanderbilt University

Phone: 6153223435

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place