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

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

50 participants

Primary outcome timeframe

Baseline and social VR post-training (after 8 sessions)

Results posted on

2025-03-10

Participant Flow

Schizophrenia patients undergo both Social VR training and Cognitive Training

Participant milestones

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

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

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

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 game

Population: 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

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

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 game

Population: 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

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 game

Population: 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

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

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

Cognitive 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, Professor of Psychology and the principal investigator

Vanderbilt University

Phone: 615 322 3435

Results disclosure agreements

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