CClinicalTrials.gg
CompletedNCT05858593Updated Apr 21, 2026Results posted

Positive Youth Development in the Metaverse

An interventional study of Virtual reality curriculum and No Virtual reality curriculum in Healthy, Healthy Lifestyle and Childhood ALL, sponsored by University of Georgia. Completed at 1 site in United States. Open to participants aged 9 Years to 17 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2026-04-21.

Sponsored by University of Georgia · Not applicable, Interventional, and Prevention

Phase
Not applicable
Study type
Interventional
Enrollment
32
Allocation
Not applicable
Ages
9 Years to 17 Years
Sex
All
01

Study summary

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.

Read the detailed description

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.

02

Conditions studied

  • Healthy
  • Healthy Lifestyle
  • Childhood ALL
  • Behavior, Child

Keywords

  • virtual reality
  • positive youth development
  • afterschool program
03

Who can participate

Ages eligible
9 Years to 17 Years
Sexes eligible
All
Accepts healthy volunteers
Yes

Inclusion criteria

  • Children enrolled in the Chess \& Community program
  • Between the ages of 9-17

Exclusion criteria

Exclusion Criteria:

  • Children who are unable to wear a VR headset will not be recruited
04

Study design

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

Study arms

  • Experimental
    Treatment

    In the treatment group, the child will receive the VR-based curriculum during the afterschool program.

    Behavioral: Virtual reality curriculum · Behavioral: No Virtual reality curriculum

Interventions

  • BehavioralVirtual 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.

  • BehavioralNo 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.

05

What researchers measure

Primary outcomes

  1. Usability of VR System and Curriculum Content

    Based on the validated System Usability Scale (SUS), we created open ended questionnaires and scale items that inquired about user attitude and usability of the system. For scale items reported, all items were measured through a 5-point Likert scale, 1 = Strongly Disagree, 5 = Strongly Agree. Five of the items were adapted from the original scale to assess the usability of the system, with five other items being converted to an open-ended item for a mixed-methods approach and richer contextual information from participants regarding usability issues.

    Time frame: One-time assessment post-treatment, following 4 weeks of exposure to virtual reality system.

  2. Attrition Rate Post Assent to the VR Treatment

    Fraction of the children lost to follow up post assent to the intended treatment via the VR system

    Time frame: One-time assessment post-treatment, following 4 weeks of exposure to treatment

Secondary outcomes

  1. Step Count

    Step count based on smart watch measurements. Average steps were calculated from data collected during the 2-hour observation period. Target variance metrics were decomposing the overall (SD), between (B-SD), and within child (W-SD) standard deviations to inform power computations for a large-scale behavioral trial. Step count analysis also indicated that while step counts may be similar in child cohorts/classrooms/after-school programs, there is substantial variability within-child that would indicate response heterogeneity to future behavioral activity interventions with children of this age group. Observation period was a 2 hour window post intervention.

    Time frame: To match the time frame of data collection between step count and heart rate, both measures were taken during a 2 hour observation window on the last day of the 4-week intervention.

  2. Heart Rate

    Heart rate (pulse) data from smart watch measurements. Target variance metrics were decomposing the overall (SD), between (B-SD), and within child (W-SD) standard deviations to inform power computations for a large-scale behavioral trial.

    Time frame: To match the time frame of data collection between step count and heart rate, both measures were taken during a 2 hour observation window on the last day of the 4-week intervention.

  3. Engagement

    Achieving 240 minutes total exposure VR wear time over four 60-minute sessions.

    Time frame: 4 week observation period

06

Results

Posted Apr 21, 2026
Limitations and caveats
Based on the discussions and conversations with the community partner who participated in the clinical trial, initial plans for the feasibility study were changed due to shifts in their programmatic priorities and personnel changes. As a result, the duration of the intervention was reduced from 8 weeks to 4 weeks and the intended sample size changed from 100 to 32 children. This was due to the substantial reduction of the afterschool program size following budgetary changes in the program.

Participant flow

Participants were recruited in two waves, beginning September of 2023 and ending July of 2024.

Participant flow — Overall Study
MilestoneTreatment
Started32
Completed32
Not completed0

Outcome measures

PrimaryUsability of VR System and Curriculum Content

Based on the validated System Usability Scale (SUS), we created open ended questionnaires and scale items that inquired about user attitude and usability of the system. For scale items reported, all items were measured through a 5-point Likert scale, 1 = Strongly Disagree, 5 = Strongly Agree. Five of the items were adapted from the original scale to assess the usability of the system, with five other items being converted to an open-ended item for a mixed-methods approach and richer contextual information from participants regarding usability issues.

Time frame:
One-time assessment post-treatment, following 4 weeks of exposure to virtual reality system.
Reported as:
Mean · Units on an ordinal scale
Usability of VR System and Curriculum Content
Units on an ordinal scaleTreatment
System adherence (I was able to follow instructions to use the system)3.83 ± .76
System preference (I like to use the system)4.21 ± .78
System enjoyment (I thought the system was fun to use)3.8 ± .64
System enjoyment (I thought the VR was exciting)4.33 ± .74
Technical problems (Did you experience any technical problems with the system? 1=no, 2 = yes)1.55 ± .43
PrimaryAttrition Rate Post Assent to the VR Treatment

Fraction of the children lost to follow up post assent to the intended treatment via the VR system

Time frame:
One-time assessment post-treatment, following 4 weeks of exposure to treatment
Reported as:
Count of participants · Participants
Attrition Rate Post Assent to the VR Treatment
ParticipantsTreatment
Attrition Rate Post Assent to the VR Treatment0
SecondaryStep Count

Step count based on smart watch measurements. Average steps were calculated from data collected during the 2-hour observation period. Target variance metrics were decomposing the overall (SD), between (B-SD), and within child (W-SD) standard deviations to inform power computations for a large-scale behavioral trial. Step count analysis also indicated that while step counts may be similar in child cohorts/classrooms/after-school programs, there is substantial variability within-child that would indicate response heterogeneity to future behavioral activity interventions with children of this age group. Observation period was a 2 hour window post intervention.

Time frame:
To match the time frame of data collection between step count and heart rate, both measures were taken during a 2 hour observation window on the last day of the 4-week intervention.
Reported as:
Mean · Steps per minute
Step Count
Steps per minuteTreatment
Between Subjects Analysis87.6 ± 136.2
Within Subjects Analysis87.6 ± 518.7
SecondaryHeart Rate

Heart rate (pulse) data from smart watch measurements. Target variance metrics were decomposing the overall (SD), between (B-SD), and within child (W-SD) standard deviations to inform power computations for a large-scale behavioral trial.

Time frame:
To match the time frame of data collection between step count and heart rate, both measures were taken during a 2 hour observation window on the last day of the 4-week intervention.
Reported as:
Mean · Beats per minute
Heart Rate
Beats per minuteTreatment
Between Subjects Analysis110.5 ± 21.2
Within Subjects Analysis110.5 ± 28.1
SecondaryEngagement

Achieving 240 minutes total exposure VR wear time over four 60-minute sessions.

Time frame:
4 week observation period
Reported as:
Count of participants · Participants
Engagement
ParticipantsTreatment
Engagement32

Adverse events

Collected over Adverse events were monitored based on the study protocol during the 4 week intervention period, from enrollment to the end of the intervention.. Non-serious events are listed at a 0% frequency threshold.

Adverse event summary by group
GroupDeathsSeriousOther
Treatment0/32 (0%)0/32 (0%)0/32 (0%)

Baseline characteristics

The study required participants to engage with the VR playground at least once a week for 4 weeks and use the smartwatch to track physical activity. Participants were required to wear their smartwatch during waking hours. We recruited and enrolled 32 adolescents (age range 9-17 years old, Mage = 12.46, SDage = 1.40).

Age, Continuous
Age, Continuous(Years)Treatment
Mean12.46 ± 1.40
Sex: Female, Male
Sex: Female, Male(Participants)Treatment
Female5
Male25
Race/Ethnicity, Customized
Race/Ethnicity, Customized(Participants)Treatment
Black or African American23
White1
More than one race3
Unknown5
Number of Participants with Prior Exposure to VR
Number of Participants with Prior Exposure to VR(Participants)Treatment
Count of participants0
07

Study locations

1 site
  • Athens Chess & Community
    Athens, Georgia 30606, United States
08

References and documents

Study documents

  • Study protocol · Feb 9, 2026
  • Statistical analysis plan · Feb 9, 2026
  • Informed consent form · May 24, 2024

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

Individual participant data

Plan to share: Yes — De-identified data used in published analyses will be made available upon request to other researchers with a verified scientific purpose, guarantee that they will store the data securely, not share the data further, not attempt to use the data to determine the identities of research participants, and reference the source of the data in any resulting publications. Intellectual property rights to all software applications and hardware products will be maintained by the University of Georgia.

Supporting information: Analytic code

09

Registry details

Key details

Study ID
NCT05858593
Lead sponsor
University of Georgia
Responsible party
Sun Joo (Grace) Ahn, PHD (Professor, University of Georgia) — Principal investigator
First posted
May 15, 2023
Start date
Sep 16, 2023
Primary completion
Jul 30, 2024
Completion
Jul 30, 2024
Results posted
Apr 21, 2026
Last update
Apr 21, 2026

Oversight

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

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