Positive Youth Development in the Metaverse

NCT ID: NCT05858593

Last Updated: 2024-12-27

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

31 participants

Study Classification

INTERVENTIONAL

Study Start Date

2023-10-15

Study Completion Date

2024-07-30

Brief Summary

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This pilot study aims to leverage VR's capacity to easily replicate content and allow for multiple users to share the same space and engage in activities as if they're meeting in person. Integrating VR into afterschool programs will allow youth to receive more consistent programming content, even when they are unable to travel to the physical location for the in-person meetings.

Detailed Description

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This pilot study aims to leverage VR's capacity to easily replicate content and allow for multiple users to share the same space and engage in activities as if they're meeting in person. Integrating VR into afterschool programs will allow youth to receive more consistent programming content, even when they are unable to travel to the physical location for the in-person meetings. It will also empower youth to engage with the afterschool program at their own pace by providing a safe space to learn and practice their socioemotional skills. Implemented at scale, these benefits of a VR-integrated afterschool program will be able to address the issues of health inequity head on by expanding access to high quality afterschool content without incurring high operating costs. The results from this pilot study will provide a critical foundation to apply for an extramurally funded clinical trial to demonstrate the efficacy of a VR-integrated afterschool program on youth mental wellbeing.

Aim 1: Determine feasibility of a VR-integrated afterschool program where youth can access the VR content on their own at home.

Aim 2: Test the hypothesis that complementing the in-person afterschool program with VR will increase a) engagement and b) socioemotional competencies in youth.

Aim 3: Test the hypothesis that youth will demonstrate better mental wellbeing when the in-person afterschool program is complemented with VR.

Conditions

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Healthy Healthy Lifestyle Childhood ALL Behavior, Child

Keywords

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virtual reality positive youth development afterschool program

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

PREVENTION

Blinding Strategy

SINGLE

Participants
Participants will be masked to which study condition they are assigned to.

Study Groups

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Treatment

In the treatment group, the child will receive the VR-based curriculum in addition to receiving the devices to use for 8 weeks.

Group Type EXPERIMENTAL

Virtual reality curriculum

Intervention Type BEHAVIORAL

Rather than rely on mere exposure to devices, participants in the treatment group will receive a curriculum that integrates the devices into traditional content delivered through the after school program.

Control

In the control group, the child will still receive the devices to use for 8 weeks, but will not have the VR-based curriculum.

Group Type ACTIVE_COMPARATOR

No Virtual reality curriculum

Intervention Type BEHAVIORAL

Children will be able to use the same devices but will not have access to a curriculum that integrates the devices with traditional content delivered through the after school program.

Interventions

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Virtual reality curriculum

Rather than rely on mere exposure to devices, participants in the treatment group will receive a curriculum that integrates the devices into traditional content delivered through the after school program.

Intervention Type BEHAVIORAL

No Virtual reality curriculum

Children will be able to use the same devices but will not have access to a curriculum that integrates the devices with traditional content delivered through the after school program.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Children enrolled in the Chess \& Community program
* Between the ages of 9-17
* The parent/primary caregiver of these children

Exclusion Criteria

* Children who are unable to wear a VR headset will not be recruited
Minimum Eligible Age

9 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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University of Georgia

OTHER

Sponsor Role lead

Responsible Party

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Sun Joo (Grace) Ahn, PHD

Associate Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Athens Chess & Community

Athens, Georgia, United States

Site Status

Countries

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United States

Other Identifiers

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00006669

Identifier Type: -

Identifier Source: org_study_id