ClinicalTrials.gg
CompletedNCT06301516Updated Jun 17, 2026Results posted

Impact VR: An Emotion Recognition and Regulation Training Program for Youth With CD

A Phase 1 interventional study of Virtual Reality and Comparative Control in Conduct Disorder, Conduct Disorders in Children and Conduct Disorders in Adolescence, sponsored by Virginia Commonwealth University. Completed at 1 site in United States. Open to participants aged 10 Years to 17 Years. Per ClinicalTrials.gov, last updated 2026-06-17.

Sponsored by Virginia Commonwealth University · Phase 1, Interventional, and Prevention

Phase
Phase 1
Study type
Interventional
Enrollment
220
Allocation
Randomized
Ages
10 Years to 17 Years
Sex
All
01

Study summary

Conduct disorder (CD) is one of the most prevalent childhood psychiatric disorders. Unfortunately, there are limited treatments available for CD. The present study aims to test an innovative virtual reality intervention called Impact VR for symptom reduction in a sample of 60 youth with CD.

Read the detailed description

Within the CD diagnosis, a subset of youth (12-46%) display callous-unemotional (CU) traits (termed "limited prosocial emotions"). CU traits denote additional symptoms including a lack of remorse/guilt, a callous lack of empathy, shallow affect, and/or lack of concern about performance. Although both CD and CU traits are inextricably linked to poor outcomes for youth, there remains a scarcity of targeted interventions for CD and CU traits. One of the most significant challenges for treatment is that youth with CD are often perceived by providers as treatment-resistant and treatment disrupters. This leads to poor treatment retention and further isolation from treatment opportunities. Further, existing interventions that target antisocial behaviors more generally are costly because they require 24/7 behavioral management therapies. Impact VR is a psychoeducational intervention for improving emotion recognition and regulation, using immersive gameplay and storylines that are relevant to youth. Impact VR uses evidence-based cognitive and dialectical behavioral approaches to improve emotion regulation. At the center of Impact VR is an individualized training program that teaches youth to effectively identify emotional expressions in others.

02

Conditions studied

  • Conduct Disorder
  • Conduct Disorders in Children
  • Conduct Disorders in Adolescence
  • Callous-Unemotional Traits

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Keywords

  • Conduct Problems
03

In context

Conduct Disorder

101 studies on the registry are indexed under Conduct Disorder; 15 are open to participants now.

This study's enrollment of 220 is above the median of 124 across 80 interventional studies indexed under Conduct Disorder.

Browse Conduct Disorder studies →

Lead sponsor

Virginia Commonwealth University is the lead sponsor of 648 studies on the registry; 80 are open to participants now.

Of its 90 completed or terminated interventional studies of FDA-regulated products, 64 (71%) have results posted.

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

04

Who can participate

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

Go through the criteria one by one — yes, no or not sure — and take the list to your doctor or the study team. Kept in this browser only.

Inclusion criteria

  • Aged 10-17 years old
  • Identified through the TriNetX database as having a conduct disorder diagnosis
  • English speaking

Exclusion criteria

Exclusion Criteria:

  • Youth aged \<10 years and >18 years old
  • Non-English speaking
  • Youth of caregivers younger than 18 years old.
05

Study design

Phase
Phase 1
Primary purpose
Prevention
Allocation
Randomized
Intervention model
Parallel assignment
Masking
None (open label)
Enrollment
220 participants (actual)

Study arms

  • Experimental
    Experimental: Impact VR

    Participants enrolled into Impact VR will be complete the first of four sessions. The four 20-minute sessions will be completed over 4 weeks (one session per week) either in the lab, at the participant's home, school or a mutual private meeting place

    Behavioral: Virtual Reality

  • Other
    Comparative Control

    Participants enrolled into the comparative control group will complete a one-time PowerPoint presentation that provides an overview of emotion expressions and instructions on how to recognize emotions in others

    Other: Comparative Control

Interventions

  • BehavioralVirtual Reality

    VR: The goal of the VR intervention is to provide youth an immersive, engaging, and therapeutic environment to reduce CD and CU traits

  • OtherComparative Control

    Complete a one-time PowerPoint presentation that provides an overview of emotion expressions and instructions on how to recognize emotions in others.

06

What researchers measure

Primary outcomes

  1. Assess the Preliminary Efficacy of Impact Virtual Reality (VR) in Reducing Callous-Unemotional Traits in Both Subjects and Caregivers (Callous-Unemotional Traits)

    Participants enrolled in Impact VR will complete the first of four sessions. The Inventory of Callous-Unemotional Traits (ICU) is a 24-item questionnaire used to assess traits like lack of empathy, uncaring behavior, and restricted emotions in youth. Rated on a 4-point Likert scale (0=not at all true to 3=definitely true), it is scored by summing all items, with higher scores indicating greater CU traits. Sessions will be completed over 4 weeks (one session per week) either in the lab, at the participant's home, school, or a mutual private meeting place. A reduction in the score indicates improvement. Both youth and caregiver subjects were assessed.

    Time frame: Baseline, 1-month and 3-months post-randomization

  2. Assess Conduct Problems Subscale From the BASC-3 Caregiver Rating Scales for Caregiver Only

    The Conduct Problems subscale from the BASC-3 Caregiver Rating Scales was used to assess caregiver-reported externalizing behavior. This includes items rated on a 4-point Likert scale from 0 (Never) to 3 (Almost Always). The scale measures disruptive behaviors commonly associated with conduct problems, including defiance, rule-breaking, and aggression (e.g., "Breaks the rules," "Lies or cheats"). Improvement is indicated in a reduction in the overall score. A "good" or healthy score generally falls in the average range, indicating that behavioral, emotional, and adaptive functioning are within normal limits. Only caregiver subjects were assessed. T-scores (Mean = 50 , SD = 10) are generated, usually via Q-global® Web-based Administration.

    Time frame: Baseline, 1-month and 3-months post-randomization

  3. Assess the Preliminary Efficacy of Impact Virtual Reality (VR) in Reducing Emotion Recognition/ Youth Arm Only

    Emotion recognition will be measured using the Penn Emotion Recognition Test, which is a computer-based task completed by the youth only. The Penn Emotion Recognition Test (specifically the ER-40) is a computerized neuropsychological tool used to measure an individual's ability to identify and differentiate facial expressions. Participants are shown 40 color photographs of actors (balanced for gender, age, and ethnicity) portraying various emotions. Scoring for the Penn Emotion Recognition Test (ER-40) focuses on two primary metrics: Accuracy and Speed. Results are often further broken down by emotion type and intensity to pinpoint specific social-cognitive deficits. A higher score would indicate improvement. Only youth subjects were assessed.

    Time frame: Baseline, 1-month and 3-months post-randomization

07

Results

Posted Jun 17, 2026

Participant flow

Only the minor participant demographic data was collected and will be reported. For the outcome sessions, each youth arm enrolled 55 subjects, and each arm enrolled 55 caregivers. Overall, 110 youth and 110 caregivers, evenly divided by arm.

Participant flow — Overall Study
MilestoneExperimental YouthExperimental CaregiverComparative Control YouthComparative Caregiver
Started55555555
Completed55555555
Not completed0000

Outcome measures

PrimaryAssess the Preliminary Efficacy of Impact Virtual Reality (VR) in Reducing Callous-Unemotional Traits in Both Subjects and Caregivers (Callous-Unemotional Traits)

Participants enrolled in Impact VR will complete the first of four sessions. The Inventory of Callous-Unemotional Traits (ICU) is a 24-item questionnaire used to assess traits like lack of empathy, uncaring behavior, and restricted emotions in youth. Rated on a 4-point Likert scale (0=not at all true to 3=definitely true), it is scored by summing all items, with higher scores indicating greater CU traits. Sessions will be completed over 4 weeks (one session per week) either in the lab, at the participant's home, school, or a mutual private meeting place. A reduction in the score indicates improvement. Both youth and caregiver subjects were assessed.

Time frame:
Baseline, 1-month and 3-months post-randomization
Reported as:
Mean · score on a scale (ICU questionnaire)
Assess the Preliminary Efficacy of Impact Virtual Reality (VR) in Reducing Callous-Unemotional Traits in Both Subjects and Caregivers (Callous-Unemotional Traits)
score on a scale (ICU questionnaire)Experimental YouthExperimental CaregiverComparative Control YouthComparative Control Caregiver
Baseline25.96 ± 9.2828.06 ± 11.7325.01 ± 9.3627.22 ± 12.62
1 Month post-randomization24.23 ± 8.6220.30 ± 9.7224.85 ± 9.5926.90 ± 12.22
3 month post-randomization18.52 ± 8.5220.98 ± 11.1125.07 ± 10.3328.28 ± 12.87
PrimaryAssess Conduct Problems Subscale From the BASC-3 Caregiver Rating Scales for Caregiver Only

The Conduct Problems subscale from the BASC-3 Caregiver Rating Scales was used to assess caregiver-reported externalizing behavior. This includes items rated on a 4-point Likert scale from 0 (Never) to 3 (Almost Always). The scale measures disruptive behaviors commonly associated with conduct problems, including defiance, rule-breaking, and aggression (e.g., "Breaks the rules," "Lies or cheats"). Improvement is indicated in a reduction in the overall score. A "good" or healthy score generally falls in the average range, indicating that behavioral, emotional, and adaptive functioning are within normal limits. Only caregiver subjects were assessed. T-scores (Mean = 50 , SD = 10) are generated, usually via Q-global® Web-based Administration.

Time frame:
Baseline, 1-month and 3-months post-randomization
Reported as:
Mean · score on a questionnaire (BASC-3)
Assess Conduct Problems Subscale From the BASC-3 Caregiver Rating Scales for Caregiver Only
score on a questionnaire (BASC-3)Experimental CaregiverComparative Control Caregiver
Baseline58.89 ± 15.7154.85 ± 14.52
1 month post-randomization58.93 ± 8.0055.67 ± 13.67
3 month post-randomization47.93 ± 7.2555.66 ± 13.06
PrimaryAssess the Preliminary Efficacy of Impact Virtual Reality (VR) in Reducing Emotion Recognition/ Youth Arm Only

Emotion recognition will be measured using the Penn Emotion Recognition Test, which is a computer-based task completed by the youth only. The Penn Emotion Recognition Test (specifically the ER-40) is a computerized neuropsychological tool used to measure an individual's ability to identify and differentiate facial expressions. Participants are shown 40 color photographs of actors (balanced for gender, age, and ethnicity) portraying various emotions. Scoring for the Penn Emotion Recognition Test (ER-40) focuses on two primary metrics: Accuracy and Speed. Results are often further broken down by emotion type and intensity to pinpoint specific social-cognitive deficits. A higher score would indicate improvement. Only youth subjects were assessed.

Time frame:
Baseline, 1-month and 3-months post-randomization
Reported as:
Mean · percentage of correct responses (ER-40)
Assess the Preliminary Efficacy of Impact Virtual Reality (VR) in Reducing Emotion Recognition/ Youth Arm Only
percentage of correct responses (ER-40)Experimental YouthComparative Control Youth
Baseline29.74 ± 7.5229.75 ± 6.66
1 month post-randomization34.06 ± 5.4629.41 ± 10.48
3 months post-randomization34.81 ± 4.6628.57 ± 9.87

Adverse events

Collected over Baseline to 3 months post-randomization. Non-serious events are listed at a 0% frequency threshold.

Adverse event summary by group
GroupDeathsSeriousOther
Experimental Youth0/55 (0%)0/55 (0%)0/55 (0%)
Experimental Caregiver0/55 (0%)0/55 (0%)0/55 (0%)
Comparative Control Youth0/55 (0%)0/55 (0%)0/55 (0%)
Comparative Control Caregiver0/55 (0%)0/55 (0%)0/55 (0%)

Baseline characteristics

Only the youth participant demographic data was collected and will be reported as an aggregate. The youth participant cohort was 110 total (55 in the Experimental youth arm and 55 in the control youth arm). The caregiver arms are not included in the demographic data.

Age, Continuous
Age, Continuous(years)Experimental YouthComparative Control YouthCaregivers Aggregate Demographic (Experimental and Control Caregivers)Total
Age, Continous13.91 ± 2.2713.69 ± 2.43—13.8 ± 2.35
Sex: Female, Male
Sex: Female, Male(Participants)Experimental YouthComparative Control YouthCaregivers Aggregate Demographic (Experimental and Control Caregivers)Total
Sex: Female, Male — Female2224—46
Sex: Female, Male — Male3331—64
Race (NIH/OMB)
Race (NIH/OMB)(Participants)Experimental YouthComparative Control YouthCaregivers Aggregate Demographic (Experimental and Control Caregivers)Total
Race — American Indian or Alaska Native00—0
Race — Asian00—0
Race — Native Hawaiian or Other Pacific Islander00—0
Race — Black or African American3331—64
Race — White1819—37
Race — More than one race00—0
Race — Unknown or Not Reported45—9
08

Study locations

1 site
  • Virginia Commonwealth University
    Richmond, Virginia 23298, United States
09

References and documents

Study documents

PDFs hosted by the registry, ClinicalTrials.gov.

Individual participant data

Plan to share: No

10

Timeline

Tracking since Sep 25, 2026
ElapsedEstimatedEstimated, not yet reached

Ran from Feb 2024 to primary completion in Sep 2024, 7 months.

Results were first posted in Jun 2026, 1 year 8 months after primary completion.

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

Registered
Feb 19, 2024
First posted
Mar 8, 2024
StartActual
Feb 16, 2024
Primary completionActual
Sep 26, 2024
CompletionActual
Sep 26, 2024
Results first posted
Jun 17, 2026
Last update
Jun 17, 2026
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 Jun 17, 2026, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
11

Registry details

Key details

Study ID
NCT06301516
Responsible party
Sponsor
First posted
Mar 8, 2024
Start date
Feb 16, 2024
Primary completion
Sep 26, 2024
Completion
Sep 26, 2024
Results posted
Jun 17, 2026
Last update
Jun 17, 2026

Study contacts

Nicholas Thomson
principal investigator · Virginia Commonwealth University

Oversight

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

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