Trial Outcomes & Findings for Virtual Reality Training for Social Skills in Schizophrenia - Comparison With Cognitive Training (NCT NCT04005794)
NCT ID: NCT04005794
Last Updated: 2025-03-10
Results Overview
Social engagement latency is defined as the time taken to select an avatar in the social skills training game. Social engagement latency is measured in milliseconds. We report the difference in SEL at post training from baseline for Sz group only
COMPLETED
NA
50 participants
Baseline and social VR post-training (after 8 sessions)
2025-03-10
Participant Flow
Schizophrenia patients undergo both Social VR training and Cognitive Training
Participant milestones
| Measure |
Social Skills VR (Virtual Reality) Training, Then Cognitive Training
1. social skills VR training: Social skills game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.
2. Cognitive Training: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks
|
Cognitive Training, Then VR Social Skills Training
1. Cognitive Training: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks.
2. VR social skills training: Social skills game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.
|
Healthy Controls
Healthy controls are recruited to yield comparison data. They do not undergo training.
|
|---|---|---|---|
|
Overall Study
STARTED
|
11
|
11
|
28
|
|
Overall Study
COMPLETED
|
11
|
7
|
28
|
|
Overall Study
NOT COMPLETED
|
0
|
4
|
0
|
Reasons for withdrawal
| Measure |
Social Skills VR (Virtual Reality) Training, Then Cognitive Training
1. social skills VR training: Social skills game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.
2. Cognitive Training: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks
|
Cognitive Training, Then VR Social Skills Training
1. Cognitive Training: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks.
2. VR social skills training: Social skills game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.
|
Healthy Controls
Healthy controls are recruited to yield comparison data. They do not undergo training.
|
|---|---|---|---|
|
Overall Study
Lost to Follow-up
|
0
|
4
|
0
|
Baseline Characteristics
Virtual Reality Training for Social Skills in Schizophrenia - Comparison With Cognitive Training
Baseline characteristics by cohort
| Measure |
Social Skills VR Training, Then Cognitive Training Game
n=11 Participants
1. Social skills VR training: Social skills VR game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.
2. Cognitive Training Game: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks.
|
Cognitive Training Game, Then Social Skills VR Training
n=11 Participants
1. Cognitive Training Game: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks
2. Social skills VR training: Social skills VR game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.
|
Healthy Controls
n=28 Participants
Healthy controls are recruited to yield comparison data. They do not undergo training.
They are not interviewed for clinical symptoms
|
Total
n=50 Participants
Total of all reporting groups
|
|---|---|---|---|---|
|
Age, Continuous
|
43.74 years
STANDARD_DEVIATION 12.58 • n=5 Participants
|
45.39 years
STANDARD_DEVIATION 11.16 • n=7 Participants
|
33.43 years
STANDARD_DEVIATION 15.35 • n=5 Participants
|
40.50 years
STANDARD_DEVIATION 13.14 • n=4 Participants
|
|
Sex: Female, Male
Female
|
2 Participants
n=5 Participants
|
2 Participants
n=7 Participants
|
15 Participants
n=5 Participants
|
19 Participants
n=4 Participants
|
|
Sex: Female, Male
Male
|
9 Participants
n=5 Participants
|
9 Participants
n=7 Participants
|
13 Participants
n=5 Participants
|
31 Participants
n=4 Participants
|
|
Race (NIH/OMB)
American Indian or Alaska Native
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
0 Participants
n=4 Participants
|
|
Race (NIH/OMB)
Asian
|
1 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
10 Participants
n=5 Participants
|
11 Participants
n=4 Participants
|
|
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
0 Participants
n=4 Participants
|
|
Race (NIH/OMB)
Black or African American
|
7 Participants
n=5 Participants
|
9 Participants
n=7 Participants
|
4 Participants
n=5 Participants
|
20 Participants
n=4 Participants
|
|
Race (NIH/OMB)
White
|
3 Participants
n=5 Participants
|
2 Participants
n=7 Participants
|
11 Participants
n=5 Participants
|
16 Participants
n=4 Participants
|
|
Race (NIH/OMB)
More than one race
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
2 Participants
n=5 Participants
|
2 Participants
n=4 Participants
|
|
Race (NIH/OMB)
Unknown or Not Reported
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
1 Participants
n=5 Participants
|
1 Participants
n=4 Participants
|
|
Region of Enrollment
United States
|
11 participants
n=5 Participants
|
11 participants
n=7 Participants
|
28 participants
n=5 Participants
|
50 participants
n=4 Participants
|
PRIMARY outcome
Timeframe: Baseline and social VR post-training (after 8 sessions)Population: We examined the social engagement for the social VR game condition only. Commercially available cognitive games did not have a social component and therefore, they do not yield SEL data. Healthy CO do not participate in any training so they do not yield SEL data
Social engagement latency is defined as the time taken to select an avatar in the social skills training game. Social engagement latency is measured in milliseconds. We report the difference in SEL at post training from baseline for Sz group only
Outcome measures
| Measure |
VR Social Skills Training
n=18 Participants
VR social skills training: Social skills game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.
|
Cognitive Training
Cognitive Training: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks
|
Healthy Control
Healthy controls are recruited to yield comparison data. They do not undergo training.
|
|---|---|---|---|
|
Change in Social Attention: Social Engagement Latency (SEL)
|
-195 milliseconds
Standard Deviation 5.60
|
—
|
—
|
SECONDARY outcome
Timeframe: Baseline and after 8 sessions of social VR training and after 8 sessions of cognitive training gamePopulation: Patients with schizophrenia participated in both social skills VR game and the cognitive training game. 22 people started but only 18 completed both training. Healthy control participants were tested once at baseline
Change in social cognition using the Bell-Lysaker Emotion Recognition Task Adult (BLERT-A). There are 21 videos shown to participants and are scored as either correct (1) or incorrect (0). A total score is provided and can range from 0 to 21, with higher scores indicating a higher social cognition ability, a better outcome.
Outcome measures
| Measure |
VR Social Skills Training
n=18 Participants
VR social skills training: Social skills game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.
|
Cognitive Training
n=18 Participants
Cognitive Training: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks
|
Healthy Control
n=28 Participants
Healthy controls are recruited to yield comparison data. They do not undergo training.
|
|---|---|---|---|
|
Change in Social Emotion Recognition: Bell-Lysaker Emotion Recognition Task Adult (BLERT-A)
Baseline
|
12.68 score on a scale
Standard Error 0.98
|
12.68 score on a scale
Standard Error 0.98
|
18 score on a scale
Standard Error 0.43
|
|
Change in Social Emotion Recognition: Bell-Lysaker Emotion Recognition Task Adult (BLERT-A)
After Training
|
13.00 score on a scale
Standard Error 1.15
|
13.16 score on a scale
Standard Error 4.88
|
—
|
SECONDARY outcome
Timeframe: Baseline and after 8 sessions of training for social VR and after 8 sessions of active control game for the schizophrenia group only. CO do not undergo clinical symptoms interview.Population: This is a clinical interview to assess psychotic symptoms. Therefore healthy control group is not interviewed.
SANS is a 25-item clinical symptom rating scale. It consists subscales of alogia, affective blunting, avolition-apathy, anhedonia-asociality, and attentional impairment. (Andreasen, 1983). Each item is scored on likert scale of 0 (none) to 5 (severe - worse outcome). Total score is summed (range 0-125) with higher scores being a worse outcome Andreasen NC: Scale for the Assessment of Negative Symptoms (SANS) . Iowa City, University of Iowa, 1983
Outcome measures
| Measure |
VR Social Skills Training
n=18 Participants
VR social skills training: Social skills game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.
|
Cognitive Training
n=18 Participants
Cognitive Training: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks
|
Healthy Control
Healthy controls are recruited to yield comparison data. They do not undergo training.
|
|---|---|---|---|
|
Change in Scale for the Assessment of Negative Symptoms (SANS)
Baseline SANS score
|
44.63636364 score on a scale
Standard Error 3.145494582
|
44.63636364 score on a scale
Standard Error 3.145494582
|
—
|
|
Change in Scale for the Assessment of Negative Symptoms (SANS)
After training SANS score
|
34.79 score on a scale
Standard Error 3.287917761
|
43.67 score on a scale
Standard Error 3.10175999
|
—
|
SECONDARY outcome
Timeframe: Baseline and after 8 sessions of training for social VR and after 8 sessions of active control gamePopulation: Healthy controls are not interviewed for clinical symptoms because they are not diagnosed.
SAPS has 34-items that evaluate hallucinations, delusions, formal thought disorder and bizarre behavior (Andreasen, 1984). Each subscale has a single global score item to rate the overall severity of each symptom domain. Each item is rated for severity from least (0) to most severe (5). Total scores are summed and range from 0-170 with higher scores indicating a worse outcome. Andreasen NC: Scale for the Assessment of Positive Symptoms (SAPS) . Iowa City, University of Iowa, 1984. (NC Andreasen - The British Journal of Psychiatry, 1989)
Outcome measures
| Measure |
VR Social Skills Training
n=18 Participants
VR social skills training: Social skills game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.
|
Cognitive Training
n=18 Participants
Cognitive Training: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks
|
Healthy Control
Healthy controls are recruited to yield comparison data. They do not undergo training.
|
|---|---|---|---|
|
Change in Scale for the Assessment of Positive Symptoms (SAPS)
Baseline
|
37.86363636 score on a scale
Standard Error 4.145
|
37.86363636 score on a scale
Standard Error 4.145
|
—
|
|
Change in Scale for the Assessment of Positive Symptoms (SAPS)
After Training
|
28.32 score on a scale
Standard Error 4.776
|
31.28 score on a scale
Standard Error 4.008
|
—
|
SECONDARY outcome
Timeframe: Baseline and after 8 sessions of training for social VR and after 8 sessions of active control gamePopulation: Patients with schizophrenia participated in both social skills VR game and the cognitive training game. 22 people started but only 18 completed both training. Healthy control participants were tested once at baseline.
Social Functioning Scale (SFS; Birchwood, 1990). SFS consists of 79 items (7 subscales). We use the full scale score. Minimum score is 0 (worst social functioning) and maximum score is 135 (best)
Outcome measures
| Measure |
VR Social Skills Training
n=18 Participants
VR social skills training: Social skills game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.
|
Cognitive Training
n=18 Participants
Cognitive Training: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks
|
Healthy Control
n=28 Participants
Healthy controls are recruited to yield comparison data. They do not undergo training.
|
|---|---|---|---|
|
Change in Social Outcome: Social Functioning Scale.
Baseline
|
96.63636364 score on a scale
Standard Error 1.848
|
96.63636364 score on a scale
Standard Error 1.848
|
107.25 score on a scale
Standard Error 1.89
|
|
Change in Social Outcome: Social Functioning Scale.
After training
|
98.74 score on a scale
Standard Error 1.849
|
97.56 score on a scale
Standard Error 1.856
|
—
|
Adverse Events
Social VR Skills Training
Cognitive Training
Healthy Controls
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Dr. Sohee Park, Professor of Psychology and the principal investigator
Vanderbilt University
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place