Trial Outcomes & Findings for Virtual Reality Treatment for Emerging Adults With ADHD (NCT NCT06454604)

NCT ID: NCT06454604

Last Updated: 2026-01-02

Results Overview

Percentage of time on-task during each study session utilizing the Objective On-Task Assessment algorithmic mouse and keyboard click data. There are no subscales in this measure. Percentages below are for sessions 1-2 (T1) and 3-12 (T2). Participants had 2 weeks to complete sessions 1-7 and a 3rd week to complete the last 5 sessions (sessions 8-12), equaling 12 sessions within 3 weeks. The 1-7 and 8-12 time points were only for compensation/motivational purposes (payment after sessions 1-7 and after 8-12) and were not outcome measurement time points. Sessions 1+2 are combined for a time point because participants did not wear headsets for those two sessions, which we considered 'baseline,' giving us a base focus score before participants put on a headset. Participants wore the headsets for sessions 3-12. Percentages below were averaged for each time point. T1 is an average of session 1+2's percentages. T2 is an average of sessions 3-12's percentages.

Recruitment status

COMPLETED

Study phase

PHASE3

Target enrollment

60 participants

Primary outcome timeframe

Participants had 2 weeks to complete sessions 1-7 and a 3rd week to complete the last 5 sessions, equaling 12 sessions within 3 weeks.

Results posted on

2026-01-02

Participant Flow

We ask the participants their current ADHD medication status because we block randomize based on if they are taking medication or not, to ensure groups are well-balanced between taking medication and not taking medication.

Participant milestones

Participant milestones
Measure
VR Passthrough
Participants in this condition wear the same VR headset as participants in the in the other arms. However, they see directly through to their laptop and are not emersed in the virtual world. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Virtual Reality
Participants in this condition wear the virtual reality headset. They are emersed in a virtual world that looks like a cabin room with windows. They are sitting at a desk and can see their laptop screen as part of the virtual world. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Virtual Reality + Feedback
Participants in this condition wear the virtual reality headset. They are emersed in a virtual world that looks like a cabin room with windows. They are sitting at a desk and can see their laptop screen as part of the virtual world. The program tracks their keyboard and mouse click data to assess how consistently they are working. A stoplight in the virtual environment is green when they are working consistently and turns red when the not. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Overall Study
STARTED
22
18
20
Overall Study
COMPLETED
16
16
17
Overall Study
NOT COMPLETED
6
2
3

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

The number of participants analyzed from the overall number is different because participants only complete the whole C-SSR if they answer 'yes' to question #2 - "Have you actually had any thoughts of killing yourself." If they answer yes, they are brought to 4 more questions which is totaled for the score reported. Those 4 other questions are about actual suicide attempts, which we wouldn't ask about if a participant did not think about suicide in the first place.

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
VR Passthrough
n=22 Participants
Participants in this condition wear the same VR headset as participants in the in the other arms. However, they see directly through to their laptop and are not emersed in the virtual world. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Virtual Reality
n=18 Participants
Participants in this condition wear the virtual reality headset. They are emersed in a virtual world that looks like a cabin room with windows. They are sitting at a desk and can see their laptop screen as part of the virtual world. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Virtual Reality + Feedback
n=20 Participants
Participants in this condition wear the virtual reality headset. They are emersed in a virtual world that looks like a cabin room with windows. They are sitting at a desk and can see their laptop screen as part of the virtual world. The program tracks their keyboard and mouse click data to assess how consistently they are working. A stoplight in the virtual environment is green when they are working consistently and turns red when the not. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Total
n=60 Participants
Total of all reporting groups
Age, Categorical
<=18 years
0 Participants
n=22 Participants
0 Participants
n=18 Participants
0 Participants
n=20 Participants
0 Participants
n=60 Participants
Age, Categorical
Between 18 and 65 years
22 Participants
n=22 Participants
18 Participants
n=18 Participants
20 Participants
n=20 Participants
60 Participants
n=60 Participants
Age, Categorical
>=65 years
0 Participants
n=22 Participants
0 Participants
n=18 Participants
0 Participants
n=20 Participants
0 Participants
n=60 Participants
Sex: Female, Male
Female
15 Participants
n=22 Participants
14 Participants
n=18 Participants
11 Participants
n=20 Participants
40 Participants
n=60 Participants
Sex: Female, Male
Male
7 Participants
n=22 Participants
4 Participants
n=18 Participants
9 Participants
n=20 Participants
20 Participants
n=60 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
2 Participants
n=22 Participants
2 Participants
n=18 Participants
6 Participants
n=20 Participants
10 Participants
n=60 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
20 Participants
n=22 Participants
16 Participants
n=18 Participants
14 Participants
n=20 Participants
50 Participants
n=60 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants
n=22 Participants
0 Participants
n=18 Participants
0 Participants
n=20 Participants
0 Participants
n=60 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
n=22 Participants
0 Participants
n=18 Participants
0 Participants
n=20 Participants
0 Participants
n=60 Participants
Race (NIH/OMB)
Asian
4 Participants
n=22 Participants
3 Participants
n=18 Participants
2 Participants
n=20 Participants
9 Participants
n=60 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
n=22 Participants
0 Participants
n=18 Participants
0 Participants
n=20 Participants
0 Participants
n=60 Participants
Race (NIH/OMB)
Black or African American
3 Participants
n=22 Participants
4 Participants
n=18 Participants
6 Participants
n=20 Participants
13 Participants
n=60 Participants
Race (NIH/OMB)
White
15 Participants
n=22 Participants
11 Participants
n=18 Participants
12 Participants
n=20 Participants
38 Participants
n=60 Participants
Race (NIH/OMB)
More than one race
0 Participants
n=22 Participants
0 Participants
n=18 Participants
0 Participants
n=20 Participants
0 Participants
n=60 Participants
Race (NIH/OMB)
Unknown or Not Reported
0 Participants
n=22 Participants
0 Participants
n=18 Participants
0 Participants
n=20 Participants
0 Participants
n=60 Participants
Region of Enrollment
United States
22 Participants
n=22 Participants
18 Participants
n=18 Participants
20 Participants
n=20 Participants
60 Participants
n=60 Participants
The Barkley Adult Attention Deficit/Hyperactivity Disorder (ADHD) Rating Scale-IV Self-Report
Current Inattention Symptom Count (A)
7.27 units on a scale
STANDARD_DEVIATION 1.12 • n=22 Participants
7.50 units on a scale
STANDARD_DEVIATION 1.58 • n=18 Participants
7.15 units on a scale
STANDARD_DEVIATION 1.42 • n=20 Participants
7.30 units on a scale
STANDARD_DEVIATION 1.36 • n=60 Participants
The Barkley Adult Attention Deficit/Hyperactivity Disorder (ADHD) Rating Scale-IV Self-Report
Current Inattention Total Rating Score (B)
19.59 units on a scale
STANDARD_DEVIATION 3.72 • n=22 Participants
20.44 units on a scale
STANDARD_DEVIATION 3.67 • n=18 Participants
19.80 units on a scale
STANDARD_DEVIATION 3.81 • n=20 Participants
19.91 units on a scale
STANDARD_DEVIATION 3.69 • n=60 Participants
The Barkley Adult Attention Deficit/Hyperactivity Disorder (ADHD) Rating Scale-IV Self-Report
Current Hyperactive Symptom Count (C)
5.05 units on a scale
STANDARD_DEVIATION 1.96 • n=22 Participants
4.94 units on a scale
STANDARD_DEVIATION 2.73 • n=18 Participants
5.75 units on a scale
STANDARD_DEVIATION 1.55 • n=20 Participants
5.25 units on a scale
STANDARD_DEVIATION 2.10 • n=60 Participants
The Barkley Adult Attention Deficit/Hyperactivity Disorder (ADHD) Rating Scale-IV Self-Report
Current Hyperactive Total Rating Score (D)
15.36 units on a scale
STANDARD_DEVIATION 4.28 • n=22 Participants
15.89 units on a scale
STANDARD_DEVIATION 6.06 • n=18 Participants
16.85 units on a scale
STANDARD_DEVIATION 3.51 • n=20 Participants
16.02 units on a scale
STANDARD_DEVIATION 4.63 • n=60 Participants
The Barkley Adult Attention Deficit/Hyperactivity Disorder (ADHD) Rating Scale-IV Self-Report
Current Total ADHD Symptom Count (E)
18.32 units on a scale
STANDARD_DEVIATION 2.77 • n=22 Participants
18.44 units on a scale
STANDARD_DEVIATION 5.14 • n=18 Participants
18.35 units on a scale
STANDARD_DEVIATION 3.50 • n=20 Participants
18.37 units on a scale
STANDARD_DEVIATION 3.78 • n=60 Participants
The Barkley Adult Attention Deficit/Hyperactivity Disorder (ADHD) Rating Scale-IV Self-Report
Current Total ADHD Rating Score (F)
52.09 units on a scale
STANDARD_DEVIATION 7.98 • n=22 Participants
53.72 units on a scale
STANDARD_DEVIATION 11.90 • n=18 Participants
52.60 units on a scale
STANDARD_DEVIATION 8.67 • n=20 Participants
52.75 units on a scale
STANDARD_DEVIATION 9.39 • n=60 Participants
The Barkley Adult Attention Deficit/Hyperactivity Disorder (ADHD) Rating Scale-IV Self-Report
Past Inattention Symptom Count (G)
7.32 units on a scale
STANDARD_DEVIATION 2.19 • n=22 Participants
7.33 units on a scale
STANDARD_DEVIATION 1.94 • n=18 Participants
7.05 units on a scale
STANDARD_DEVIATION 1.64 • n=20 Participants
7.23 units on a scale
STANDARD_DEVIATION 1.92 • n=60 Participants
The Barkley Adult Attention Deficit/Hyperactivity Disorder (ADHD) Rating Scale-IV Self-Report
Past inattention Total Rating Score (H)
19.91 units on a scale
STANDARD_DEVIATION 5.77 • n=22 Participants
20.28 units on a scale
STANDARD_DEVIATION 4.55 • n=18 Participants
19.95 units on a scale
STANDARD_DEVIATION 4.62 • n=20 Participants
20.03 units on a scale
STANDARD_DEVIATION 4.97 • n=60 Participants
The Barkley Adult Attention Deficit/Hyperactivity Disorder (ADHD) Rating Scale-IV Self-Report
Past hyperactive/impulsive Symptom Count (I)
6.14 units on a scale
STANDARD_DEVIATION 2.29 • n=22 Participants
5.17 units on a scale
STANDARD_DEVIATION 3.00 • n=18 Participants
6.55 units on a scale
STANDARD_DEVIATION 1.82 • n=20 Participants
5.98 units on a scale
STANDARD_DEVIATION 2.42 • n=60 Participants
The Barkley Adult Attention Deficit/Hyperactivity Disorder (ADHD) Rating Scale-IV Self-Report
Past Hyper/Impulsive Total Rating Score (J)
17.50 units on a scale
STANDARD_DEVIATION 5.69 • n=22 Participants
15.78 units on a scale
STANDARD_DEVIATION 7.11 • n=18 Participants
19.30 units on a scale
STANDARD_DEVIATION 4.40 • n=20 Participants
17.58 units on a scale
STANDARD_DEVIATION 5.86 • n=60 Participants
The Barkley Adult Attention Deficit/Hyperactivity Disorder (ADHD) Rating Scale-IV Self-Report
Past Total Adhd Symptom Count (K)
13.45 units on a scale
STANDARD_DEVIATION 3.49 • n=22 Participants
12.50 units on a scale
STANDARD_DEVIATION 4.44 • n=18 Participants
13.60 units on a scale
STANDARD_DEVIATION 3.14 • n=20 Participants
13.22 units on a scale
STANDARD_DEVIATION 3.66 • n=60 Participants
The Barkley Adult Attention Deficit/Hyperactivity Disorder (ADHD) Rating Scale-IV Self-Report
Past Total ADHD Rating Score (L)
37.41 units on a scale
STANDARD_DEVIATION 10.00 • n=22 Participants
36.06 units on a scale
STANDARD_DEVIATION 10.71 • n=18 Participants
39.25 units on a scale
STANDARD_DEVIATION 7.89 • n=20 Participants
37.62 units on a scale
STANDARD_DEVIATION 9.50 • n=60 Participants
Adult Concentration Index (ACI)
ACI Symptom Count
5.91 units on a scale
STANDARD_DEVIATION 1.06 • n=22 Participants
5.94 units on a scale
STANDARD_DEVIATION 1.30 • n=18 Participants
6.35 units on a scale
STANDARD_DEVIATION .81 • n=20 Participants
6.07 units on a scale
STANDARD_DEVIATION 1.07 • n=60 Participants
Adult Concentration Index (ACI)
ACI Total Score
16.05 units on a scale
STANDARD_DEVIATION 3.09 • n=22 Participants
16.61 units on a scale
STANDARD_DEVIATION 3.76 • n=18 Participants
17.65 units on a scale
STANDARD_DEVIATION 2.74 • n=20 Participants
16.75 units on a scale
STANDARD_DEVIATION 3.22 • n=60 Participants
General Anxiety Disorder-7 (GAD-7)
12.55 units on a scale
STANDARD_DEVIATION 3.31 • n=22 Participants
10.11 units on a scale
STANDARD_DEVIATION 5.57 • n=18 Participants
11.25 units on a scale
STANDARD_DEVIATION 4.89 • n=20 Participants
11.38 units on a scale
STANDARD_DEVIATION 4.64 • n=60 Participants
Patient Health Questionnaire-9 (PHQ-9)
12.00 units on a scale
STANDARD_DEVIATION 6.90 • n=22 Participants
9.83 units on a scale
STANDARD_DEVIATION 6.86 • n=18 Participants
9.85 units on a scale
STANDARD_DEVIATION 5.08 • n=20 Participants
10.63 units on a scale
STANDARD_DEVIATION 6.32 • n=60 Participants
Columbia Suicide Severity Rating Scale (C-SSRS)
3.14 units on a scale
STANDARD_DEVIATION 1.77 • n=7 Participants • The number of participants analyzed from the overall number is different because participants only complete the whole C-SSR if they answer 'yes' to question #2 - "Have you actually had any thoughts of killing yourself." If they answer yes, they are brought to 4 more questions which is totaled for the score reported. Those 4 other questions are about actual suicide attempts, which we wouldn't ask about if a participant did not think about suicide in the first place.
3.25 units on a scale
STANDARD_DEVIATION 1.26 • n=4 Participants • The number of participants analyzed from the overall number is different because participants only complete the whole C-SSR if they answer 'yes' to question #2 - "Have you actually had any thoughts of killing yourself." If they answer yes, they are brought to 4 more questions which is totaled for the score reported. Those 4 other questions are about actual suicide attempts, which we wouldn't ask about if a participant did not think about suicide in the first place.
4.0 units on a scale
STANDARD_DEVIATION 1.00 • n=3 Participants • The number of participants analyzed from the overall number is different because participants only complete the whole C-SSR if they answer 'yes' to question #2 - "Have you actually had any thoughts of killing yourself." If they answer yes, they are brought to 4 more questions which is totaled for the score reported. Those 4 other questions are about actual suicide attempts, which we wouldn't ask about if a participant did not think about suicide in the first place.
3.36 units on a scale
STANDARD_DEVIATION 1.45 • n=14 Participants • The number of participants analyzed from the overall number is different because participants only complete the whole C-SSR if they answer 'yes' to question #2 - "Have you actually had any thoughts of killing yourself." If they answer yes, they are brought to 4 more questions which is totaled for the score reported. Those 4 other questions are about actual suicide attempts, which we wouldn't ask about if a participant did not think about suicide in the first place.
Barkley Deficits in Executive Functioning Scale (BDEFS-Short Form)
BDEFs Symptom Count
17.55 units on a scale
STANDARD_DEVIATION 2.69 • n=22 Participants
17.28 units on a scale
STANDARD_DEVIATION 3.01 • n=18 Participants
17.35 units on a scale
STANDARD_DEVIATION 2.37 • n=20 Participants
17.40 units on a scale
STANDARD_DEVIATION 2.64 • n=60 Participants
Barkley Deficits in Executive Functioning Scale (BDEFS-Short Form)
BDEFs Total Rating Score
53.82 units on a scale
STANDARD_DEVIATION 7.63 • n=22 Participants
55.67 units on a scale
STANDARD_DEVIATION 13.50 • n=18 Participants
56.3 units on a scale
STANDARD_DEVIATION 11.15 • n=20 Participants
55.20 units on a scale
STANDARD_DEVIATION 10.70 • n=60 Participants
Barkley Functional Impairment Scale (BFIS)
4.91 scores on a scale
STANDARD_DEVIATION 1.52 • n=22 Participants
4.62 scores on a scale
STANDARD_DEVIATION 1.75 • n=18 Participants
4.42 scores on a scale
STANDARD_DEVIATION 2.00 • n=20 Participants
4.66 scores on a scale
STANDARD_DEVIATION 1.74 • n=60 Participants
Baseline Homework Motivation Index
19.55 units on a scale
STANDARD_DEVIATION 4.24 • n=22 Participants
20.17 units on a scale
STANDARD_DEVIATION 4.49 • n=18 Participants
19.85 units on a scale
STANDARD_DEVIATION 3.22 • n=20 Participants
19.83 units on a scale
STANDARD_DEVIATION 3.95 • n=60 Participants
Baseline Homework Effort Index
17.09 units on a scale
STANDARD_DEVIATION 3.83 • n=22 Participants
16.50 units on a scale
STANDARD_DEVIATION 4.62 • n=18 Participants
15.80 units on a scale
STANDARD_DEVIATION 4.53 • n=20 Participants
16.48 units on a scale
STANDARD_DEVIATION 4.27 • n=60 Participants

PRIMARY outcome

Timeframe: Participants had 2 weeks to complete sessions 1-7 and a 3rd week to complete the last 5 sessions, equaling 12 sessions within 3 weeks.

Population: Number of participants analyzed differs between the overall number analyzed as some participants did not complete enough sessions or the sessions were faulty, and they were excluded from this measure. The number analyzed here is even less than the other outcome measures as it is easier to get measure information through surveys if a session is faulty, over the whole focus algorithm, which doesn't capture information if there are glitches in the virtual reality system.

Percentage of time on-task during each study session utilizing the Objective On-Task Assessment algorithmic mouse and keyboard click data. There are no subscales in this measure. Percentages below are for sessions 1-2 (T1) and 3-12 (T2). Participants had 2 weeks to complete sessions 1-7 and a 3rd week to complete the last 5 sessions (sessions 8-12), equaling 12 sessions within 3 weeks. The 1-7 and 8-12 time points were only for compensation/motivational purposes (payment after sessions 1-7 and after 8-12) and were not outcome measurement time points. Sessions 1+2 are combined for a time point because participants did not wear headsets for those two sessions, which we considered 'baseline,' giving us a base focus score before participants put on a headset. Participants wore the headsets for sessions 3-12. Percentages below were averaged for each time point. T1 is an average of session 1+2's percentages. T2 is an average of sessions 3-12's percentages.

Outcome measures

Outcome measures
Measure
VR Passthrough
n=22 Participants
Participants in this condition wear the same VR headset as participants in the in the other arms. However, they see directly through to their laptop and are not emersed in the virtual world. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Virtual Reality
n=18 Participants
Participants in this condition wear the virtual reality headset. They are emersed in a virtual world that looks like a cabin room with windows. They are sitting at a desk and can see their laptop screen as part of the virtual world. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Virtual Reality + Feedback
n=20 Participants
Participants in this condition wear the virtual reality headset. They are emersed in a virtual world that looks like a cabin room with windows. They are sitting at a desk and can see their laptop screen as part of the virtual world. The program tracks their keyboard and mouse click data to assess how consistently they are working. A stoplight in the virtual environment is green when they are working consistently and turns red when the not. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Objective On-Task Assessment Algorithm
Sessions 1+2 (T1)(Baseline)
.86 percentage of time focused
Standard Deviation .21
.62 percentage of time focused
Standard Deviation .35
.83 percentage of time focused
Standard Deviation .27
Objective On-Task Assessment Algorithm
Sessions 3-12 (T2)
.83 percentage of time focused
Standard Deviation .04
.85 percentage of time focused
Standard Deviation .06
.95 percentage of time focused
Standard Deviation .01

PRIMARY outcome

Timeframe: Participants had 2 weeks to complete sessions 1-7, a 3rd week to complete the last 5 sessions (sessions 8-12), equaling 12 sessions within 3 weeks.The 1-7 and 8-12 time points were only for compensation purposes and were not outcome measure points.

Population: Number of participants analyzed differs between timepoints as some participants did not complete enough sessions or the sessions were faulty, and they were excluded from T2. Some participants also dropped out after 2 sessions.

This measure looks at how concentrated participants were while completing their homework.The rating options are Not True, Somewhat True, Pretty Much True, and Definitely True. There are no subscales in this measure, just a total score. The range is 7-28. Higher #s = worse concentration. The total score is summed. Numbers below are averages of units from sessions 1-2 (T1) and 3-12 (T2).The units were collected during each session's post survey. Sessions 1+2 are combined for a time point because participants did not wear headsets for those two sessions. Participants wore the headsets for sessions 3-12. Sessions 1+2 are considered baseline as they gave us a baseline score before participants put on a headset. Scores below were averaged for T1 (Sessions 1+2) and T2 (Sessions 3-12).

Outcome measures

Outcome measures
Measure
VR Passthrough
n=22 Participants
Participants in this condition wear the same VR headset as participants in the in the other arms. However, they see directly through to their laptop and are not emersed in the virtual world. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Virtual Reality
n=18 Participants
Participants in this condition wear the virtual reality headset. They are emersed in a virtual world that looks like a cabin room with windows. They are sitting at a desk and can see their laptop screen as part of the virtual world. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Virtual Reality + Feedback
n=20 Participants
Participants in this condition wear the virtual reality headset. They are emersed in a virtual world that looks like a cabin room with windows. They are sitting at a desk and can see their laptop screen as part of the virtual world. The program tracks their keyboard and mouse click data to assess how consistently they are working. A stoplight in the virtual environment is green when they are working consistently and turns red when the not. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Homework Concentration Index
Sessions 1+2 (T1)(Baseline)
15.93 units on a scale
Standard Deviation 4.69
16.17 units on a scale
Standard Deviation 6.03
17.93 units on a scale
Standard Deviation 5.57
Homework Concentration Index
Sessions 3-12 (T2)
11.82 units on a scale
Standard Deviation 5.19
12.75 units on a scale
Standard Deviation 3.88
12.96 units on a scale
Standard Deviation 4.37

SECONDARY outcome

Timeframe: Participants had 2 weeks to complete sessions 1-7, a 3rd week to complete the last 5 sessions (sessions 8-12), equaling 12 sessions within 3 weeks. The 1-7 and 8-12 time points were only for compensation purposes and were not outcome measure points.

Population: Number of participants analyzed differs between timepoints as some participants did not complete enough sessions or the sessions were faulty, and they were excluded from T2. Some participants also dropped out after 2 sessions.

The Homework Effort Index looks at how much effort participants were able to put in while completing their homework.The rating options are Not True, Somewhat True, Pretty Much True, and Definitely True. There are no subscales in this measure, just a total score. The range is 7-28. Higher #s = greater levels of effort. The total score is summed. Scores below are averages of units from sessions 1-2 (T1) and 3-12 (T2).The units were collected during each session's post survey. Sessions 1+2 are combined for a time point because participants did not wear headsets for those two sessions. Participants wore the headsets for sessions 3-12. Sessions 1+2 are considered baseline as they gave us a baseline score before participants put on a headset. Scores below are averaged for T1 and T2.

Outcome measures

Outcome measures
Measure
VR Passthrough
n=22 Participants
Participants in this condition wear the same VR headset as participants in the in the other arms. However, they see directly through to their laptop and are not emersed in the virtual world. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Virtual Reality
n=18 Participants
Participants in this condition wear the virtual reality headset. They are emersed in a virtual world that looks like a cabin room with windows. They are sitting at a desk and can see their laptop screen as part of the virtual world. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Virtual Reality + Feedback
n=20 Participants
Participants in this condition wear the virtual reality headset. They are emersed in a virtual world that looks like a cabin room with windows. They are sitting at a desk and can see their laptop screen as part of the virtual world. The program tracks their keyboard and mouse click data to assess how consistently they are working. A stoplight in the virtual environment is green when they are working consistently and turns red when the not. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Homework Effort Index
Sessions 1+2 (T1)(Baseline)
19.34 units on a scale
Standard Deviation 3.93
17.69 units on a scale
Standard Deviation 3.06
17.43 units on a scale
Standard Deviation 3.05
Homework Effort Index
Sessions 3-12 (T2)
19.95 units on a scale
Standard Deviation 5.31
19.63 units on a scale
Standard Deviation 4.42
19.92 units on a scale
Standard Deviation 5.08

SECONDARY outcome

Timeframe: Participants had 2 weeks to complete sessions 1-7, a 3rd week to complete the last 5 sessions (sessions 8-12), equaling 12 sessions within 3 weeks. The 1-7 and 8-12 time points were only for compensation purposes and were not outcome measure points.

Population: Number of participants analyzed differs between timepoints as some participants did not complete enough sessions or the sessions were faulty, and they were excluded from T2. Some participants also dropped out after 2 sessions.

The Homework Motivation Index measures how motivated participants were while completing their homework.The rating options are Not True, Somewhat True, Pretty Much True, and Definitely True.There are no subscales in this measure, just a total score. The range is 7-28. Higher #s = greater levels of motivation. The total score is summed. Scores below are averages of units from sessions 1-2 (T1) and 3-12 (T2).The units were collected during each session's post survey. Sessions 1+2 are combined for a time point because participants did not wear headsets for those two sessions. Participants wore the headsets for sessions 3-12. Sessions 1+2 are considered baseline as they gave us a baseline score before participants put on a headset. Scores below were averaged for T1 and T2.

Outcome measures

Outcome measures
Measure
VR Passthrough
n=22 Participants
Participants in this condition wear the same VR headset as participants in the in the other arms. However, they see directly through to their laptop and are not emersed in the virtual world. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Virtual Reality
n=18 Participants
Participants in this condition wear the virtual reality headset. They are emersed in a virtual world that looks like a cabin room with windows. They are sitting at a desk and can see their laptop screen as part of the virtual world. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Virtual Reality + Feedback
n=20 Participants
Participants in this condition wear the virtual reality headset. They are emersed in a virtual world that looks like a cabin room with windows. They are sitting at a desk and can see their laptop screen as part of the virtual world. The program tracks their keyboard and mouse click data to assess how consistently they are working. A stoplight in the virtual environment is green when they are working consistently and turns red when the not. Meta Quest 3 VR Headset with noise cancelling headphones: Wearing the headset and headphones removes all outside audio and visual distractions. One of the groups receives frequent and consistent feedback about work productivity similar to behavioral interventions for ADHD.
Homework Motivation Index
Sessions 1+2 (T1)(Baseline)
20.73 units on a scale
Standard Deviation 4.20
19.94 units on a scale
Standard Deviation 3.40
19.35 units on a scale
Standard Deviation 3.21
Homework Motivation Index
Sessions 3-12 (T2)
21.08 units on a scale
Standard Deviation 6.89
20.53 units on a scale
Standard Deviation 5.30
20.89 units on a scale
Standard Deviation 5.07

Adverse Events

VR Passthrough

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

Virtual Reality

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

Virtual Reality + Feedback

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. Joshua Langberg

Center for Youth Social Emotional Wellness - Graduate School of Applied and Professional Psychology

Phone: (848) 445-2000

Results disclosure agreements

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