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CompletedNCT05022550VERVEUpdated Jul 1, 2026Results posted

Virtual-reality and Emotion Regulation in Violence-Exposed Youth

An interventional study of DEEP VR in Emotional Regulation and Adolescent Behavior, sponsored by University of Wisconsin, Madison. Completed at 1 site in United States. Open to participants aged 13 Years to 17 Years. Per ClinicalTrials.gov, last updated 2026-07-01.

Sponsored by University of Wisconsin, Madison · Not applicable, Interventional, and Treatment

Phase
Not applicable
Study type
Interventional
Enrollment
74
Allocation
Not applicable
Ages
13 Years to 17 Years
Sex
All
01

Study summary

The current proposal aims to evaluate a novel virtual-reality-based (VR-B) video game treatment for emotional dysregulation for youth currently under the supervision of the juvenile justice system. 135 participants under the age of 17 will be enrolled and will be asked to complete up to 6 VR-B sessions.

Read the detailed description

The goal of this proposal is to determine the feasibility of a novel virtual-reality-based biofeedback (VR-B) treatment among youth highly vulnerable to difficulties in emotional regulation. Biofeedback, which involves the provision of real-time information about physiology, is a well-studied approach to enhancing self-regulatory ability, with potential promise for alleviating mental health problems. In children (as well as adults), biofeedback may be ideally facilitated through video game environments, which offer engaging, immersive, yet dynamic environments that can be changed in real-time. Video games are enormously popular with youth, and may represent an important avenue for treatment in adolescent populations. The current proposal aims to evaluate a novel virtual-reality-based video game treatment for emotional dysregulation for youth currently under the supervision of the juvenile justice system. Exposure to risk factors known to promote impaired self-regulation, such as child mal-treatment, is nearly endemic in this population. Indeed, 'delinquent' youth (i.e., youth in contact with the justice system) are considerably more likely to meet diagnostic criteria for a range of disorders centrally involving dysregulation of affect or arousal, such as post-traumatic stress disorder, anxiety, depression, oppositional defiant disorder, and many others.

Specific Aims:

  • AIM 1: Evaluate the feasibility of a virtual reality treatment for youth

    • Hypothesis 1: Study youth receiving treatment with the virtual reality-based paradigm will qualitatively report the experience to be tolerable and positive with minimal discomfort.
  • AIM 2: Identify potential changes in physiological signaling (e.g., heart rate, skin conductance) across treatment sessions

    • Hypothesis 2: Youth receiving virtual reality biofeedback (VRB) treatment will exhibit physiological changes across sessions (e.g., increased heart rate variability or changes in skin conductance responses).
  • AIM 3: Identify potential changes in symptom severity across treatment sessions

    • Hypothesis 3: Youth receiving virtual reality biofeedback (VRB) treatment will show greater improvements in youth emotion regulation and reduced severity of PTSD mental health symptoms.
02

Conditions studied

  • Emotional Regulation
  • Adolescent Behavior
03

Who can participate

Ages eligible
13 Years to 17 Years
Sexes eligible
All
Accepts healthy volunteers
No

Inclusion criteria

  1. 13 to 17 years of age at enrollment
  2. Availability of a caregiver to provide oral consent
  3. Able to provide assent/consent in English
  4. Visual acuity adequate to read text on a computer monitor

Exclusion criteria

Exclusion Criteria:

  1. Report of previous discomfort with immersive experiences, including virtual reality, 3D films, or similar media
  2. Active psychosis or comparably impairing psychiatric condition
04

Study design

Phase
Not applicable
Primary purpose
Treatment
Allocation
Not applicable
Intervention model
Single group
Masking
None (open label)
Enrollment
74 participants (actual)

Study arms

  • Experimental
    DEEP VR Experiment Group

    Participants identified from the Dane County Juvenile Court Program will be asked to experience up to 6 VR-B sessions. Participants will wear a lightweight, ultra-high-resolution, wireless, head-mounted display (Oculus Quest 2 Enterprise VR Headset). Each session will proceed through a series of four stages. First, participants will begin with a 5 minute acclimation period inside a demo VR environment. Second, baseline levels of physiological arousal will be captured over a 5 minute resting period where participants will be asked to sit quietly in a serene virtual environment. Third, participants will progress through the DEEP VR experience for 15 minutes. Finally, participants will complete a short series of online questionnaires.

    Device: DEEP VR

Interventions

  • DeviceDEEP VR

    DEEP VR is a virtual reality experience (i.e., video game using a head-mounted display) wherein participants ('players') traverse through a serene underwater adventure for approximately 15 min. Movement through the environment is facilitates through the cued use of regularized, diaphragmatic breathing, captured through a respiratory belt.

05

What researchers measure

Primary outcomes

  1. Feasibility: Number of Participants Who Enjoyed VR Simulation Experience: Determined Via Qualitative Survey

    Rated between neutral and strongly agree to the question: "I found the virtual environment to be engaging and enjoyable".

    Time frame: up to 8 weeks

Secondary outcomes

  1. Mean Change in Difficulty in Emotion Regulation Scale (DERS)

    The DERS is a 36-item child-report survey measuring difficulties with emotion regulation. Respondents report the degree to which the given statement applied to them on a five point Likert scale: 1 = Almost Never to 5 = Always, with a possible total score range of 36 - 180. Higher scores indicate greater difficulties with emotion regulation.

    Time frame: Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.

  2. Physiological Arousal Measured by Change in Heart Rate

    Participants will have electrodes affixed to their abdomen to measure heart rate. Before every session, baseline levels of physiological arousal will be captured over a 5 minute resting period. Participants will be asked to sit quietly within a serene virtual outdoor scene followed by a 15 minute DEEP VR experience containing several task conditions.

    Time frame: Change measured throughout the 15 minute VR session at baseline and before and after each task condition, sessions typically occurred once a day, participating on 6 days within a 1-2 week period

  3. Physiological Arousal Measured by Change in Galvanic Skin Response

    Participants will have electrodes affixed to their fingers to measure skin response. Before every session, baseline levels of physiological arousal will be captured over a 5 minute resting period. Participants will be asked to sit quietly within a serene virtual outdoor scene followed by a 15 minute DEEP VR experience containing several task conditions.

    Time frame: Change measured throughout the 15 minute VR session at baseline and before and after each task condition, sessions typically occurred once a day, participating on 6 days within a 1-2 week period

  4. Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Positive Sub-scale

    The VR-B is a 10-item child-report survey measuring engagement with the virtual-reality biofeedback intervention. Respondents select the degree to which they agree with each statement along a Likert scale: 1 = Strongly Disagree to 7 = Strongly Agree. The VR-B Positive sub-scale is the sum of positive items in the VR-B engagement survey (total range of scores from 4-28). Positive change scores indicate that the VR experience got more positive over time. Reported here is the change in the sub-score from baseline (session 1) through session 6 (up to 2 weeks from baseline).

    Time frame: Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.

  5. Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Negative Sub-scale

    The VR-B is a 10-item child-report survey measuring engagement with the virtual-reality biofeedback intervention. Respondents select the degree to which they agree with each statement along a Likert scale: 1 = Strongly Disagree to 7 = Strongly Agree. The VR-B Negative sub-scale is the sum of negative items in the VR-B engagement survey (total possible range of scores from 4-28). Positive change scores indicate that the VR experience got less negative over time. Reported here is the change in the sub-score from baseline (session 1) through session 6 (up to 2 weeks from baseline).

    Time frame: Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.

  6. Mean Change in Child PTSD Symptom Scale (CPSS)

    Assesses lifetime trauma experiences and severity of PTSD symptom severity in a 20-item survey scored on a 5-point likert scale from 0 'not at all' to 4 'almost always' for a total range of scores between 0 - 80, where higher scores indicate increased PTSD symptoms.

    Time frame: Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.

06

Results

Posted Jul 1, 2026

Participant flow

Participant flow — Overall Study
MilestoneDEEP VR Experiment Group
Started74
1 vr session completed74
2 vr sessions completed49
3 vr sessions completed34
4 vr sessions completed17
5 vr sessions completed11
6 vr sessions completed10
Completed10
Not completed64
Withdrew: Withdrawal by subject1
Withdrew: Youth left detention facilities prior to completing 6 sessions63

Outcome measures

PrimaryFeasibility: Number of Participants Who Enjoyed VR Simulation Experience: Determined Via Qualitative Survey

Rated between neutral and strongly agree to the question: "I found the virtual environment to be engaging and enjoyable".

Time frame:
up to 8 weeks
Reported as:
Count of participants · Participants
Feasibility: Number of Participants Who Enjoyed VR Simulation Experience: Determined Via Qualitative Survey
ParticipantsDEEP VR Experiment Group
Feasibility: Number of Participants Who Enjoyed VR Simulation Experience: Determined Via Qualitative Survey47
SecondaryMean Change in Difficulty in Emotion Regulation Scale (DERS)

The DERS is a 36-item child-report survey measuring difficulties with emotion regulation. Respondents report the degree to which the given statement applied to them on a five point Likert scale: 1 = Almost Never to 5 = Always, with a possible total score range of 36 - 180. Higher scores indicate greater difficulties with emotion regulation.

Time frame:
Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.
Reported as:
Mean · score on a scale
Mean Change in Difficulty in Emotion Regulation Scale (DERS)
score on a scaleDEEP VR Experiment Group
Baseline to session 2-3.03 ± 12.5
Baseline to session 3-9.22 ± 12.6
Baseline to session 4-5.91 ± 22.9
Baseline to session 53 ± 13.1
Baseline to session 63.75 ± 17.6
SecondaryPhysiological Arousal Measured by Change in Heart Rate

Participants will have electrodes affixed to their abdomen to measure heart rate. Before every session, baseline levels of physiological arousal will be captured over a 5 minute resting period. Participants will be asked to sit quietly within a serene virtual outdoor scene followed by a 15 minute DEEP VR experience containing several task conditions.

Time frame:
Change measured throughout the 15 minute VR session at baseline and before and after each task condition, sessions typically occurred once a day, participating on 6 days within a 1-2 week period
Reported as:
Mean · beats per millisecond
Physiological Arousal Measured by Change in Heart Rate
beats per millisecondDEEP VR Experiment Group
Session 141 ± 225
Session 235.3 ± 257
Session 3143 ± 734
Session 4-5.85 ± 42.8
Session 5-6.03 ± 12.6
Session 6-2.45 ± 15.5
SecondaryPhysiological Arousal Measured by Change in Galvanic Skin Response

Participants will have electrodes affixed to their fingers to measure skin response. Before every session, baseline levels of physiological arousal will be captured over a 5 minute resting period. Participants will be asked to sit quietly within a serene virtual outdoor scene followed by a 15 minute DEEP VR experience containing several task conditions.

Time frame:
Change measured throughout the 15 minute VR session at baseline and before and after each task condition, sessions typically occurred once a day, participating on 6 days within a 1-2 week period
Reported as:
Mean · microsiemens (µS)
Physiological Arousal Measured by Change in Galvanic Skin Response
microsiemens (µS)DEEP VR Experiment Group
Session 10.255 ± 1.95
Session 20.834 ± 1.73
Session 30.631 ± 1.09
Session 41.500 ± 1.21
Session 50.837 ± 0.526
Session 60.987 ± 0.921
SecondaryMean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Positive Sub-scale

The VR-B is a 10-item child-report survey measuring engagement with the virtual-reality biofeedback intervention. Respondents select the degree to which they agree with each statement along a Likert scale: 1 = Strongly Disagree to 7 = Strongly Agree. The VR-B Positive sub-scale is the sum of positive items in the VR-B engagement survey (total range of scores from 4-28). Positive change scores indicate that the VR experience got more positive over time. Reported here is the change in the sub-score from baseline (session 1) through session 6 (up to 2 weeks from baseline).

Time frame:
Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.
Reported as:
Mean · score on a scale
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Positive Sub-scale
score on a scaleDEEP VR Experiment Group
Baseline to Session 2-1.15 ± 3.78
Baseline to Session 30.968 ± 4.86
Baseline to Session 4-1.11 ± 5.26
Baseline to Session 50.636 ± 5.26
Baseline to Session 61.6 ± 6.28
SecondaryMean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Negative Sub-scale

The VR-B is a 10-item child-report survey measuring engagement with the virtual-reality biofeedback intervention. Respondents select the degree to which they agree with each statement along a Likert scale: 1 = Strongly Disagree to 7 = Strongly Agree. The VR-B Negative sub-scale is the sum of negative items in the VR-B engagement survey (total possible range of scores from 4-28). Positive change scores indicate that the VR experience got less negative over time. Reported here is the change in the sub-score from baseline (session 1) through session 6 (up to 2 weeks from baseline).

Time frame:
Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.
Reported as:
Mean · score on a scale
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Negative Sub-scale
score on a scaleDEEP VR Experiment Group
Baseline to Session 2-0.404 ± 2.12
Baseline to Session 30.812 ± 4.04
Baseline to Session 40.526 ± 2.37
Baseline to Session 50.636 ± 2.98
Baseline to Session 61.2 ± 4.52
SecondaryMean Change in Child PTSD Symptom Scale (CPSS)

Assesses lifetime trauma experiences and severity of PTSD symptom severity in a 20-item survey scored on a 5-point likert scale from 0 'not at all' to 4 'almost always' for a total range of scores between 0 - 80, where higher scores indicate increased PTSD symptoms.

Time frame:
Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.
Reported as:
Mean · score on a scale
Mean Change in Child PTSD Symptom Scale (CPSS)
score on a scaleDEEP VR Experiment Group
Baseline to Session 20.585 ± 7.75
Baseline to Session 3-3.26 ± 8.89
Baseline to Session 4-4.33 ± 4.94
Baseline to Session 5-5.71 ± 3.49
Baseline to Session 6-2.71 ± 4.31
Post-hocNumber of Sessions Completed

Mean number of sessions each participant completed

Time frame:
Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.
Reported as:
Mean · sessions completed
Number of Sessions Completed
sessions completedDEEP VR Experiment Group
Number of Sessions Completed2.65 ± 1.68
Post-hocAverage Length of Session
Time frame:
Sessions typically occurred once a day, participating on 6 days within a 1-2 week period
Reported as:
Mean · minutes
Average Length of Session
minutesDEEP VR Experiment Group
Average Length of Session12.83 ± 3.06
Post-hocAverage Total Minutes in Game
Time frame:
Sessions typically occurred once a day, participating on 6 days within a 1-2 week period
Reported as:
Mean · minutes
Average Total Minutes in Game
minutesDEEP VR Experiment Group
Average Total Minutes in Game38.30 ± 23.82

Adverse events

Collected over 2 weeks. Non-serious events are listed at a 0% frequency threshold.

Adverse event summary by group
GroupDeathsSeriousOther
DEEP VR Experiment Group0/73 (0%)0/73 (0%)0/73 (0%)

Baseline characteristics

Baseline demographics were not collected from the participant who withdrew.

Age, Continuous
Age, Continuous(years)DEEP VR Experiment Group
Mean15.42 ± 1.26
Sex: Female, Male
Sex: Female, Male(Participants)DEEP VR Experiment Group
Female16
Male51
Ethnicity (NIH/OMB)
Ethnicity (NIH/OMB)(Participants)DEEP VR Experiment Group
Hispanic or Latino0
Not Hispanic or Latino70
Unknown or Not Reported3
Race (NIH/OMB)
Race (NIH/OMB)(Participants)DEEP VR Experiment Group
American Indian or Alaska Native4
Asian0
Native Hawaiian or Other Pacific Islander0
Black or African American47
White11
More than one race8
Unknown or Not Reported3
Region of Enrollment
Region of Enrollment(participants)DEEP VR Experiment Group
United States73
Historical and current delinquency offenses
Historical and current delinquency offenses(Participants)DEEP VR Experiment Group
Property offense17
Sex offense2
Weapons offense3
Violent offense4
Multiple offenses21
Unknown26
Youth Self-Report (YSR) Total Score
Youth Self-Report (YSR) Total Score(score on a scale)DEEP VR Experiment Group
Mean47.36 ± 27.37
Youth Self-Report (YSR) Sub-Scores
Youth Self-Report (YSR) Sub-Scores(score on a scale)DEEP VR Experiment Group
Internalizing Sub-Score14.36 ± 10.39
Externalizing Sub-Score17.94 ± 11.6

2 further baseline measures are reported on the registry.

07

Study locations

1 site
  • University of Wisconsin
    Madison, Wisconsin 53705, United States
08

References and documents

Publications

  • Warshaw MG, Fierman E, Pratt L, Hunt M, Yonkers KA, Massion AO, Keller MB. Quality of life and dissociation in anxiety disorder patients with histories of trauma or PTSD. Am J Psychiatry. 1993 Oct;150(10):1512-6. doi: 10.1176/ajp.150.10.1512. PubMed 8379556 ↗
  • Zafar, M. A., Ahmed, B., Rihawi, R. A., & Gutierrez-Osuna, R. (2020). Gaming Away Stress: Using Biofeedback Games to Learn Paced Breathing. IEEE Transactions on Affective Computing, 11(3), 519-531. https://doi.org/10.1109/TAFFC.2018.2816945
  • Rizzo AS, Koenig ST. Is clinical virtual reality ready for primetime? Neuropsychology. 2017 Nov;31(8):877-899. doi: 10.1037/neu0000405. PubMed 29376669 ↗
  • Fonkoue IT, Hu Y, Jones T, Vemulapalli M, Sprick JD, Rothbaum B, Park J. Eight weeks of device-guided slow breathing decreases sympathetic nervous reactivity to stress in posttraumatic stress disorder. Am J Physiol Regul Integr Comp Physiol. 2020 Oct 1;319(4):R466-R475. doi: 10.1152/ajpregu.00079.2020. Epub 2020 Aug 26. PubMed 32847397 ↗
  • Fang X, Brown DS, Florence CS, Mercy JA. The economic burden of child maltreatment in the United States and implications for prevention. Child Abuse Negl. 2012 Feb;36(2):156-65. doi: 10.1016/j.chiabu.2011.10.006. Epub 2012 Feb 1. PubMed 22300910 ↗
  • Copeland WE, Keeler G, Angold A, Costello EJ. Traumatic events and posttraumatic stress in childhood. Arch Gen Psychiatry. 2007 May;64(5):577-84. doi: 10.1001/archpsyc.64.5.577. PubMed 17485609 ↗
  • Blum J, Rockstroh C, Goritz AS. Heart Rate Variability Biofeedback Based on Slow-Paced Breathing With Immersive Virtual Reality Nature Scenery. Front Psychol. 2019 Sep 20;10:2172. doi: 10.3389/fpsyg.2019.02172. eCollection 2019. PubMed 31616353 ↗

Study documents

  • Protocol and statistical analysis plan · Sep 19, 2025
  • Informed consent form · Mar 15, 2023

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

Individual participant data

Plan to share: Yes — Information to be shared may include questionnaire responses, physiological recordings, or game play data. These data will be coded with the unique subject ID, and will not include any linking protected health information or other identifiable information. Data will be shared via encrypted, password protected cloud storage (Box.com).

Supporting information: Study protocol, Sap, Analytic code

09

Registry details

Key details

Study ID
NCT05022550
Lead sponsor
University of Wisconsin, Madison
Collaborators
University of Toronto, Radboud University Medical Center, Explore DEEP Inc
Responsible party
Sponsor
First posted
Aug 26, 2021
Start date
Jun 3, 2022
Primary completion
May 1, 2025
Completion
May 1, 2025
Results posted
Jul 1, 2026
Last update
Jul 1, 2026

Study contacts

Ryan J Herringa, MD,PhD
principal investigator · University of Wisconsin, Madison
Justin D Russell, PhD
principal investigator · University of Wisconsin, Madison

Oversight

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

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