ClinicalTrials.gg
CompletedNCT03128099VR-SSUpdated Mar 19, 2020Results posted

Virtual Reality Training for Social Skills in Schizophrenia

An interventional study of Virtual reality social skills training in Schizophrenia, sponsored by Vanderbilt University. Completed at 1 site in United States. Open to participants aged 21 Years to 60 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2020-03-19.

Sponsored by Vanderbilt University · Not applicable, Interventional, and Basic science

From the registry’s dates

  • Registered 10 months after the study started (first participant enrolled Jun 2016, registered Apr 2017).
Phase
Not applicable
Study type
Interventional
Enrollment
47
Allocation
Randomized
Ages
21 Years to 60 Years
Sex
All
01

Study summary

Social impairments are core features of schizophrenia that lead to poor outcome. Social skills and competence improve quality of life and protect against stress-related exacerbation of symptoms, while supporting resilience, interpersonal interactions, and social affiliation. To improve outcome, we must remediate social deficits. Existing psychosocial interventions are moderately effective but the effort-intensive nature (high burden), low adherence, and weak transfer of skills to everyday life present significant hurdles toward recovery. Thus, there is a dire need to develop effective, engaging and low-burden social interventions for people with schizophrenia that will result in better compliance rates and functional outcome.

The investigators will test the effectiveness of a novel adaptive virtual reality (VR) intervention in improving targeted social cognitive function (social attention, as indexed by eye scanning patterns) in individuals with schizophrenia. VR technology offers a flexible alternative to conventional therapies, with several advantages, including a simplified and low-stress social interaction environment with targeted opportunities to simulate, exercise and reinforce basic elements of social skills in a very wide range of realistic scenarios, and to repeat exposure to naturalistic situations from multiple angles.

Read the detailed description

Social impairments present a major barrier toward good outcome in schizophrenia (SZ). Social skills and social competence protect against stress-related exacerbation of symptoms while supporting interpersonal interactions and social affiliation that help enhance the quality of life. Improving social functions could lead to better outcome and reduce healthcare costs and societal burden. Pharmacotherapy has shown to be inadequate in improving social impairments in schizophrenia, and although existing psychosocial interventions can be moderately effective, the time- and effort-intensive nature (high-burden), low adherence, and weak transfer of skills to real life present significant hurdles. Thus, there is a strong need to develop effective and low-burden social interventions that can be personalized to optimize learning and increase adherence.

Virtual reality (VR) technology offers a very promising alternative to conventional interventions, with several advantages. Controllable complexity of the VR world provides a simplified and low-stress social interaction environment with targeted opportunities to simulate, exercise and reinforce basic elements of social skills and to repeat exposure to naturalistic situations from multiple angles. Simulation of a wide variety of social situations that allows for targeted practice is crucial for learning and transfer of skills. In our proposed VR system, the capacity for personalized social skills training is achieved by automatic and adaptive feedback, based on the affective and attentional states of the participant in real-time, using closed-loop, emotion-sensing VR technology that integrates physiological signals, eye-tracking data and performance data from the participants to rapidly adjust the task parameters. This approach enables realistic, and adaptive interactions in VR games to provide scaffolded social skills exercises in an engaging and enjoyable manner.

The major aim of this proposal is to implement a personalized VR-based social skills training program with high efficacy for individuals with SZ by capitalizing on innovations in adaptive, emotion-sensing technology, designed to increase engagement and learning. This work will be conducted in two phases. The R21 phase will focus on implementing an adaptive social intervention VR game, optimizing the dose and measuring targeted social cognitive outcome. Upon meeting the milestones of the R21 (see 'Approach'), the R33 project will evaluate the feasibility of recruitment, and retention of SZ participants in a pilot randomized controlled trial (RCT) of VR training compared with an active control condition and assess long-term outcome.

The long-term goal of this proposal is to develop and implement a personalized social intervention method for individuals with schizophrenia that is efficacious, low-burden, enjoyable, and with generalizable and enduring benefits. Within the R21 phase, a physiology-based, closed-loop, adaptive VR task will be developed to determine the optimal dose for improving targeted social functions in individuals with SZ. If these goals are met for the R21 phase, a pilot RCT will be conducted in R33 to compare the social, cognitive, neural effects of adaptive social VR versus an active control condition. Furthermore, the physiological and eye tracking data and the outcome data from both R21 and R33 phases will be used to refine and improve this VR protocol and technology. It is hoped that the results of this study will lead to a large scale RCT in the future, and the implementation of a portable, low-cost and widely available intervention that can be personalized for optimal learning. In short, the investigators will implement an efficacious, engaging, low-burden, VR intervention to ameliorate social impairments of SZ and improve functional outcome.

02

Conditions studied

  • Schizophrenia

Keywords

  • Social Skills
  • Social attention
  • Virtual reality
  • Eye tracking
03

In context

Schizophrenia

3,539 studies on the registry are indexed under Schizophrenia; 473 are open to participants now.

This study's enrollment of 47 is below the median of 70 across 2,924 interventional studies indexed under Schizophrenia.

Browse Schizophrenia studies →

Lead sponsor

Vanderbilt University is the lead sponsor of 520 studies on the registry; 18 are open to participants now.

Of its 8 completed or terminated interventional studies of FDA-regulated products, 5 (63%) have results posted.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
21 Years to 60 Years
Sexes eligible
All
Accepts healthy volunteers
Yes

Eligibility criteria

Inclusion and Exclusion Criteria:

Individuals with Schizophrenia:

  • DSM-5 Axis 1 Diagnosis of schizophrenia
  • No DSM 5 Axis 1 diagnosis other than schizophrenia
  • No diagnosed organic brain disease, brain lesions, history of head traumas, neurological disorders or other conditions that involve the degeneration of the central nervous system (e.g. multiple sclerosis)
  • No substance/alcohol abuse/dependence during the past 1 year
  • No tardive dyskinesia
  • WASI IQ> 90
  • Currently taking antipsychotic medication
  • No change in current psychotropic medications or housing within the past 30 days. Those patients whose medication or housing situation has changed within a month, we will wait list them until their situation stabilizes.

Inclusion and exclusion criteria for the healthy control group:

  • No DSM-5 Axis 1 diagnosis of psychotic disorders in themselves or their families (e.g. schizophrenia, bipolar disorder).
  • No antipsychotic medications
  • No diagnosed organic brain disease, brain lesions, history of head traumas, neurological disorders or other conditions that involve the degeneration of the central nervous system (e.g. multiple sclerosis)
  • No substance/alcohol abuse/dependence during the past 1 year
  • WAIS IQ > 90.
05

Study design

Phase
Not applicable
Primary purpose
Basic science
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Double (Participant, Outcomes assessor)
Enrollment
47 participants (actual)

Study arms

  • Experimental
    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.

    Behavioral: Virtual reality social skills training

  • Experimental
    High dose Low 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.

    Behavioral: Virtual reality social skills training

  • No intervention
    Healthy Control Participants

    23 healthy control participants were recruited and consented to yield baseline comparison data. These participants did not undergo VR training. Only baseline comparison data were collected.

Interventions

  • BehavioralVirtual 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

    Also known as: physiology based virtual reality social skills training

06

What researchers measure

Primary outcomes

  1. Social Attention: Social Engagement Latency (SEL)

    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.

    Time frame: 5 weeks

07

Results

Posted Mar 19, 2020

Participant flow

Participant flow — Overall Study
MilestoneLow Dose VR Social Skills TrainingHigh Dose VR Social Skills TrainingHealthy Control Participants
Started21422
Hour 1 (low dose) started21422
Hour 1 (low dose) completed19421
Hour 2 (high dose)started040
Hour 2 (high dose) completed000
Completed19021
Not completed241
Withdrew: High dose task was too long040
Withdrew: Participant got a full time job.100
Withdrew: Became homeless and lost contact100
Withdrew: Did not complete all the assessments001

Outcome measures

PrimarySocial Attention: Social Engagement Latency (SEL)

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.

Time frame:
5 weeks
Reported as:
Mean · msec
Social Attention: Social Engagement Latency (SEL)
msecLow Dose VR Social Skills Training
Social Attention: Social Engagement Latency (SEL)21618 ± 4134

Adverse events

Collected over The training took 5 weeks but the pre-training baseline data collection and post-training assessment were conducted before and after these 5-week training periods. Therefore potential adverse events were monitored for each participant for between 7 weeks and 10 weeks. There were no adverse events.. Non-serious events are listed at a 0% frequency threshold.

Adverse event summary by group
GroupDeathsSeriousOther
Low Dose VR Social Skills Training0/21 (0%)0/21 (0%)0/21 (0%)
High Dose VR Social Skills Training0/4 (0%)0/4 (0%)0/4 (0%)
Healthy Controls0/22 (0%)0/22 (0%)0/22 (0%)

Baseline characteristics

Age, Continuous
Age, Continuous(years)Low Dose VR Social Skills TrainingHigh Dose VR Social Skills TrainingHealthy Control ParticipantsTotal
Mean48.78 ± 7.4247.52 ± 10.0845.65 ± 8.1747.2 ± 7.8
Sex: Female, Male
Sex: Female, Male(Participants)Low Dose VR Social Skills TrainingHigh Dose VR Social Skills TrainingHealthy Control ParticipantsTotal
Female1001222
Male1141025
Race (NIH/OMB)
Race (NIH/OMB)(Participants)Low Dose VR Social Skills TrainingHigh Dose VR Social Skills TrainingHealthy Control ParticipantsTotal
American Indian or Alaska Native0011
Asian1023
Native Hawaiian or Other Pacific Islander0000
Black or African American134522
White601420
More than one race0000
Unknown or Not Reported1001
Region of Enrollment
Region of Enrollment(participants)Low Dose VR Social Skills TrainingHigh Dose VR Social Skills TrainingHealthy Control ParticipantsTotal
United States2142247
Baseline Social Attention
Baseline Social Attention(milliseconds)Low Dose VR Social Skills TrainingHigh Dose VR Social Skills TrainingHealthy Control ParticipantsTotal
Mean32824 ± 11932——32824 ± 11932
08

Study locations

1 site
  • Vanderbilt University
    Nashville, Tennessee 37240, United States
09

References and documents

Publications

  • Adery LH, Ichinose M, Torregrossa LJ, Wade J, Nichols H, Bekele E, Bian D, Gizdic A, Granholm E, Sarkar N, Park S. The acceptability and feasibility of a novel virtual reality based social skills training game for schizophrenia: Preliminary findings. Psychiatry Res. 2018 Dec;270:496-502. doi: 10.1016/j.psychres.2018.10.014. Epub 2018 Oct 9. PubMed 30326433 ↗
  • Torregrossa LJ, Bian D, Wade J, Adery LH, Ichinose M, Nichols H, Bekele E, Sarkar N, Park S. Decoupling of spontaneous facial mimicry from emotion recognition in schizophrenia. Psychiatry Res. 2019 May;275:169-176. doi: 10.1016/j.psychres.2019.03.035. Epub 2019 Mar 20. PubMed 30921747 ↗
  • Wade J, Nichols HS, Ichinose M, Bian D, Bekele E, Snodgress M, Amat AZ, Granholm E, Park S, Sarkar N. Extraction of Emotional Information via Visual Scanning Patterns: A Feasibility Study of Participants with Schizophrenia and Neurotypical Individuals. ACM Trans Access Comput. 2018 Nov;11(4):23. doi: 10.1145/3282434. PubMed 30627303 ↗
  • Roberts MT, Lloyd J, Valimaki M, Ho GW, Freemantle M, Bekefi AZ. Video games for people with schizophrenia. Cochrane Database Syst Rev. 2021 Feb 4;2(2):CD012844. doi: 10.1002/14651858.CD012844.pub2. PubMed 33539561 ↗

Study documents

  • Protocol and statistical analysis plan · Nov 30, 2018

Documents are hosted by the registry — open the source record to download them.

Individual participant data

Plan to share: No

10

Timeline

Tracking since Sep 25, 2026
ElapsedEstimatedEstimated, not yet reachedSimilar studies: half by the dot; the band is the middle halfHalf of similar studies reached it by the dot; the band is the middle half, from a quarter to three quarters

Ran from Jun 2016 to primary completion in Jun 2018, 24 months.

Results were first posted in Mar 2020, 1 year 8 months after primary completion.

Of 755 non-industry interventional studies with no phase under Schizophrenia, half reached primary completion within 33 months of starting (the median), counting those still running; a quarter within 17 and three quarters within 56. This study's 24 months is below that.

Counting every sponsor, half of 768 studies reached it within 32 months; a quarter within 16 and three quarters within 55.

How these figures are worked out, and which studies are left out of them.

Registered
Apr 17, 2017
First posted
Apr 25, 2017
StartActual
Jun 2016
Primary completionActual
Jun 30, 2018
CompletionActual
Jun 30, 2018
Results first posted
Mar 19, 2020
Last update
Mar 19, 2020
What these dates mean
Start.
When the first participant enrolled; while estimated, when the study expects to open to recruitment.
Primary completion.
When the last participant was examined or treated to collect data for the study's main question, its primary outcome. A study that stopped early gives the date its data collection stopped.
Completion.
When the last participant's last visit took place, for every outcome, secondary ones and side effects included: the end of the study. Often later than primary completion, sometimes the same day.
Actual and Est.
Actual means the registry says the date has happened. Est. (estimated) is a date the sponsor plans or expects. It can still move, and the sponsor is expected to change it to actual once it has passed.
No changes since tracking began. The registry record was last updated on Mar 19, 2020, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
11

Registry details

Key details

Study ID
NCT03128099
Responsible party
Sohee Park (Professor of Psychology, Vanderbilt University) — Principal investigator
First posted
Apr 25, 2017
Start date
Jun 2016
Primary completion
Jun 30, 2018
Completion
Jun 30, 2018
Results posted
Mar 19, 2020
Last update
Mar 19, 2020

Study contacts

Sohee Park, PhD
principal investigator · Vanderbilt University
Nilanjan Sarkar, PhD
principal investigator · Vanderbilt University

Oversight

Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

Not currently enrolling

This study is completed, as verified in Mar 2020. You cannot join it, but the record below documents what was studied.

Follow this study

Get an email when the registry record changes — status, dates, results — or when someone posts here.

Sign in to follow

Discussion

Questions and observations about this study, from anyone following it. Not medical advice, and not a channel to the study team — their contact details are on the registry record.

Sign in to join the discussion. Reading takes no account; posting does. You choose a display name, and a pseudonym is the default.

Nothing here yet. If you are running this trial, taking part in it, or weighing whether to, this is the place to say so.

Start the discussion