ClinicalTrials.gg
RecruitingNCT07367256Updated Jan 26, 2026

Using Virtual Reality to Improve Emotion Understanding in Children With Autism

An interventional study of Oculus intervention and Traditional intervention in Autism and Autism Disorder, sponsored by Istituto per la Ricerca e l'Innovazione Biomedica. Recruiting at 1 site in Italy. Open to participants aged 7 Years to 10 Years. Per ClinicalTrials.gov, last updated 2026-01-26.

Sponsored by Istituto per la Ricerca e l'Innovazione Biomedica · Not applicable, Interventional, and Treatment

From the registry’s dates

  • Primary completion was expected by Jun 2026, 4 months ago, but the record still lists the study as recruiting.
Phase
Not applicable
Study type
Interventional
Enrollment
30
Allocation
Randomized
Ages
7 Years to 10 Years
Sex
All
01

Study summary

Autism Spectrum Disorders (ASD) are neurodevelopmental conditions characterized by difficulties in social interaction, communication, and in understanding one's own and others' mental and emotional states. In particular, skills related to the recognition, understanding, and regulation of emotions represent a significant area of vulnerability in children with high-functioning ASD, with important consequences for social and relational functioning.

The present study aims to evaluate the effectiveness of an intervention protocol designed to enhance socio-emotional understanding, with a specific focus on the recognition of basic and complex emotions, the expansion of emotional vocabulary, the association between situations, thoughts, and emotions, and the differentiation between thoughts and emotions. Furthermore, the study seeks to investigate the role of immersive technology (Oculus) as a potential facilitator of emotional learning compared to a traditional intervention approach. The sample will consist of children with a diagnosis of high-functioning ASD, aged between 7 and 10 years, with sentence-level language abilities, the capacity to narrate non-present events, and an intellectual quotient above 80 (assessed using the Griffiths Scales or the WISC-IV). Participants will be divided into two groups: an experimental group (OCULUS), which will receive the intervention mediated by the use of Oculus technology, and a control group which will undergo the same protocol without technological support.

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Conditions studied

  • Autism
  • Autism Disorder

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Keywords

  • autism
  • children
  • emotional skills
  • virtual reality
  • emotional recognition
03

In context

Autistic Disorder

1,030 studies on the registry are indexed under Autistic Disorder; 266 are open to participants now.

This study's planned enrollment of 30 is below the median of 49 across 811 interventional studies indexed under Autistic Disorder.

Browse Autistic Disorder studies →

Lead sponsor

Istituto per la Ricerca e l'Innovazione Biomedica is the lead sponsor of 47 studies on the registry; 29 are open to participants now.

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

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Who can participate

Ages eligible
7 Years to 10 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

  • Language in sentences
  • Ability to narrate events not present
  • QS/QI>80

Exclusion criteria

Exclusion Criteria:

  • presence of other medical disorders
05

Study design

Phase
Not applicable
Primary purpose
Treatment
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Single (Participant)
Enrollment
30 participants (estimated)

Study arms

  • Experimental
    Experimental group with virtual reality

    The intervention protocol is designed to enhance socio-emotional skills in children with high-functioning autism spectrum disorder. The intervention focuses on the recognition and understanding of basic and complex emotions, the expansion of emotional vocabulary, and the ability to associate situations, thoughts, and emotions, promoting the differentiation between mental and emotional states. The treatment consists of weekly sessions over a total duration of four months and is structured around gradual activities based on visual stimuli and everyday social situations. These activities are carried out by the experimental group through the use of immersive virtual reality technology (Oculus), which allows children to interact with structured environments and scenarios designed to facilitate emotional and social learning.

    Other: Oculus intervention

  • Other
    Control group

    The control group follows the same intervention protocol aimed at enhancing socio-emotional skills in children with high-functioning autism spectrum disorder. In this group as well, the intervention focuses on the recognition and understanding of basic and complex emotions, the expansion of emotional vocabulary, and the ability to associate situations, thoughts, and emotions, promoting the differentiation between mental and emotional states. The treatment consists of weekly sessions over a total duration of four months and is structured around gradual activities based on visual stimuli and everyday social situations. However, unlike the experimental group, the activities are conducted in a traditional format, without the use of immersive technology (Oculus), with the therapist directly guiding the child through the activities and supporting their emotional and social understanding.

    Other: Traditional intervention

Interventions

  • OtherOculus intervention

    Phase 1: Basic Emotions (happiness, sadness, anger, fear, disgust, surprise) * Step 1-3: Sequential recognition and identification of emotions on faces, using sets of 4 or 6 images. * Step 4-6: Association of thoughts, emotions, and situations in everyday scenarios. All activities are conducted through immersive virtual reality (Oculus), allowing children to interact with structured environments and scenarios that facilitate socio-emotional learning. Phase 2: Complex Emotions (guilt, shame, pride, frustration, jealousy) * Step 1-6: Same structure as Phase 1, using complex emotions. * Activities are mediated via Oculus, providing an interactive and immersive learning experience

  • OtherTraditional intervention

    Phase 1: Basic Emotions (happiness, sadness, anger, fear, disgust, surprise) * Step 1-3: Sequential recognition and identification of emotions on faces, using sets of 4 or 6 images. * Step 4-6: Association of thoughts, emotions, and situations in everyday scenarios. All activities are conducted in a traditional format, without the use of immersive technology, with the therapist guiding the child directly through the exercises to support socio-emotional learning. Phase 2: Complex Emotions (guilt, shame, pride, frustration, jealousy) * Step 1-6: Same structure as Phase 1, using complex emotions. * Activities are performed under direct therapist supervision in a non-technological setting.

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What researchers measure

Primary outcomes

  1. Test of Emotional Vocabulary (TLE)

    The test contains an initial board, with which the child is introduced to the two protagonists of the subsequent stories, a boy and a girl; there is then a pretest board and 14 storyboards. For each of them, the examiner reads the short story to the child and then asks the child to choose, from two alternative emotional words, the one that best expresses what the protagonist of the story is feeling. In the first part, the child's understanding of emotional vocabulary referring to six basic emotions plus one complex emotion (joy, happiness, sadness, anger, fear, disgust and shame) is assessed; in the second part, the emotional terms all refer to complex emotions (guilt, envy, jealousy, contempt, hate, longing and pride).

    Time frame: The administration has a duration of 15 minutes.

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Study locations

1 of 1 sites recruiting
  • Istituto per la Ricerca e l'Innovazione Biomedica
    Messina, Italy 98164, Italy
    Recruiting
    • Flavia Marino · Contactflavia.marino@irib.cnr.it · +393395798263
    • Maria Valeria Maiorana · Contactmariavaleria.maiorana@irib.cnr.it
    • Flavia Marino · Principal investigator
    • Giovanni Pioggia · Sub investigator
    • Germana Doria · Sub investigator
    • Chiara Failla · Sub investigator
    • Anna Meduri · Sub investigator
    • Chiara Marraffa · Sub investigator
    • Ileana Scarcella · Sub investigator
    • Roberta Minutoli · Sub investigator
    • Paola Chilà · Sub investigator
    • Gaia Roccaforte · Sub investigator
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References and documents

Publications

  • Papoutsi, C., Drigas, A., & Skianis, C. (2021). Virtual and augmented reality for developing emotional intelligence skills. Int. J. Recent Contrib. Eng. Sci. IT (IJES), 9(3), 35-53.
  • Frolli A, Savarese G, Di Carmine F, Bosco A, Saviano E, Rega A, Carotenuto M, Ricci MC. Children on the Autism Spectrum and the Use of Virtual Reality for Supporting Social Skills. Children (Basel). 2022 Feb 1;9(2):181. doi: 10.3390/children9020181. PubMed 35204903 ↗
  • American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.) https://doi.org/10.1176/appi.books.9780890425596.

Individual participant data

Plan to share: No

09

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

Start is estimated for Feb 2026; primary completion for Jun 2026, 4 months later.

Of 354 non-industry interventional studies with no phase under Autistic Disorder, half reached primary completion within 26 months of starting (the median), counting those still running; a quarter within 14 and three quarters within 52. This study's planned 4 months is below that.

Counting every sponsor, half of 366 studies reached it within 26 months; a quarter within 13 and three quarters within 52.

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

Registered
Jan 16, 2026
First posted
Jan 26, 2026
StartEst.
Feb 2, 2026
Primary completionEst.
Jun 30, 2026
CompletionEst.
Jul 31, 2026
Last update
Jan 26, 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 Jan 26, 2026, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
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Registry details

Key details

Study ID
NCT07367256
Lead sponsor
Istituto per la Ricerca e l'Innovazione Biomedica
Responsible party
Flavia Marino (Head of Unit, Istituto per la Ricerca e l'Innovazione Biomedica) — Principal investigator
First posted
Jan 26, 2026
Start date
Feb 2, 2026 (estimated)
Primary completion
Jun 30, 2026 (estimated)
Completion
Jul 31, 2026 (estimated)
Last update
Jan 26, 2026

Study contacts

Germana Doria
Contact
germana.doria@irib.cnr.it
+393465142289
Maria Valeria Maiorana
Contact
mariavaleria.maiorana@irib.cnr.it
+393285856656
Flavia Marino
principal investigator · Institute for Biomedical Research and Innovation (IRIB) - National Research Council (CNR)

Oversight

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

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