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Enrolling by invitationNCT07655999Updated Jun 18, 2026

Effect of an Immersive Virtual Reality Physical Intervention Program on Reaction Time in Secondary School Students: A Pilot Study

An interventional study of Immersive Virtual Reality Eye-Hand Coordination Training and Usual Handball Training in Reaction Time and Immersive Virtual Reality, sponsored by University of Vigo. Enrolling by invitation at 1 site in Spain. Open to male participants aged 12 Years to 15 Years. Per ClinicalTrials.gov, last updated 2026-06-18.

Sponsored by University of Vigo · 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 enrolling by invitation.
Phase
Not applicable
Study type
Interventional
Enrollment
24
Allocation
Randomized
Ages
12 Years to 15 Years
Sex
Male
01

Study summary

The purpose of this pilot randomized controlled study is to evaluate the effects of an immersive virtual reality (IVR)-based physical intervention program on reaction time in secondary school students. Participants will be randomly assigned to either an experimental group, which will complete an immersive virtual reality training program using the Rezzil Player platform, or a control group that will continue their usual activities without virtual reality exposure.

The intervention will be conducted over eight weeks and will include progressive reaction-based tasks performed in immersive virtual reality environments. Outcomes will be assessed before and after the intervention through visual and auditory reaction time tests and the Symbol Digit Modalities Test (SDMT), a validated measure of cognitive processing speed and attention. The study aims to determine whether immersive virtual reality training can improve reaction performance and cognitive processing in adolescents and provide preliminary evidence regarding its feasibility and effectiveness as an educational and physical training tool.

Read the detailed description

Reaction time is a key component of motor performance and is closely associated with perceptual, cognitive, and decision-making processes. The ability to rapidly detect, process, and respond to external stimuli is particularly important during adolescence, a developmental stage characterized by significant cognitive and motor maturation. Emerging evidence suggests that immersive virtual reality (IVR) may provide an effective environment for training perceptual-motor skills due to its capacity to simulate dynamic and interactive scenarios while maintaining high levels of engagement and motivation.

Despite the increasing use of virtual reality in sport and physical activity settings, evidence regarding its effects on reaction time in adolescents remains limited. Therefore, this pilot study seeks to evaluate the effectiveness of an immersive virtual reality-based intervention program in improving reaction times among secondary school students.

The study will employ a randomized controlled design. Participants will be secondary school students aged between 12 and 16 years. Following baseline assessments, participants will be randomly allocated to either an experimental group or a control group. The experimental group will complete an 8-week intervention consisting of immersive virtual reality sessions using the Rezzil Player application. Training tasks will require participants to identify and respond as quickly as possible to visual stimuli presented in virtual environments of increasing complexity and spatial demands. The control group will not participate in any virtual reality-related activity during the intervention period.

Outcome measures will be collected before and after the intervention. Primary outcomes will include visual reaction time, auditory reaction time, and cognitive processing speed assessed through the Symbol Digit Modalities Test (SDMT). Secondary outcomes may include performance indicators related to physical and sport-specific activities. Safety and participant experience during the intervention will be monitored through validated questionnaires assessing simulator sickness symptoms and user experience.

The primary hypothesis is that participation in the immersive virtual reality intervention will improve reaction time performance and cognitive processing speed compared with the control condition. This pilot study will provide preliminary evidence regarding the feasibility, safety, and potential effectiveness of immersive virtual reality interventions for enhancing perceptual-motor performance in adolescents.

02

Conditions studied

  • Reaction Time and Immersive Virtual Reality

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Keywords

  • Immersive Virtual Reality
  • Physical Exercise
  • Symbol Digit Modalities Test (SDMT)
  • Visual Reaction Time
  • Auditory Reaction Time
03

In context

Motor Activity

9,798 studies on the registry are indexed under Motor Activity; 1,910 are open to participants now.

This study's planned enrollment of 24 is below the median of 60 across 8,388 interventional studies indexed under Motor Activity.

Browse Motor Activity studies →

Lead sponsor

University of Vigo is the lead sponsor of 53 studies on the registry; 13 are open to participants now.

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

04

Who can participate

Ages eligible
12 Years to 15 Years
Sexes eligible
Male
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

  • Being between 12 and 15 years of age
  • Being a male handball player
  • Having at least one year of handball experience
  • Not participating in any other organized competitive sport.

Exclusion criteria

Exclusion Criteria:

-.The exclusion criteria included diagnosed neurological disorders, fear or intolerance of using virtual reality headsets, and diagnosed musculoskeletal disorders or injuries.

05

Study design

Phase
Not applicable
Primary purpose
Treatment
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Quadruple (Participant, Care provider, Investigator, Outcomes assessor)
Enrollment
24 participants (estimated)

Study arms

  • Experimental
    Immersive Virtual Reality Eye-Hand Coordination Training

    Participants assigned to the experimental arm received an immersive virtual reality (IVR)-based eye-hand coordination training program in addition to their regular handball training. The program was delivered over an 8-week period and was designed to improve visuomotor performance, reaction time, cognitive processing, and tactical effectiveness. Participants continued their usual club-based handball training throughout the study.

    Behavioral: Immersive Virtual Reality Eye-Hand Coordination Training

  • Placebo comparator
    Usual Handball Training

    Participants assigned to the control arm continued their regular handball training activities prescribed by their clubs throughout the 8-week study period. No immersive virtual reality exposure or additional eye-hand coordination training was provided.

    Behavioral: Usual Handball Training

Interventions

  • BehavioralImmersive Virtual Reality Eye-Hand Coordination Training

    The intervention consisted of a structured eye-hand coordination training program delivered through immersive virtual reality using the Rezzil Player: MicroWall exergame and a Meta Quest 2 head-mounted display with handheld controllers. Participants completed one familiarization session followed by 13 training sessions over 8 weeks (two sessions per week). During each session, participants were required to identify and touch randomly appearing red visual targets as quickly as possible using the controllers. Training difficulty was progressively increased by modifying the spatial configuration of the virtual panels (3×3, 60°, 180°, and 360°). Each training trial lasted 1 minute, and performance was quantified according to the number of targets successfully reached and response speed.

  • BehavioralUsual Handball Training

    Participants continued their standard handball training routines under the supervision of their coaches according to normal club practice. No specific experimental intervention, placebo treatment, or virtual reality-based training was administered during the study period.

06

What researchers measure

Primary outcomes

  1. Visual Reaction Time

    Visual Reaction Time (milliseconds) Visual reaction time was assessed using the Fast Reflex smartphone application. Participants were instructed to touch the screen as quickly as possible when it changed color from red to green. Response times were automatically recorded by the application and expressed in milliseconds. Three familiarization trials were completed before testing, and the subsequent three trials were recorded for analysis.

    Time frame: 8 weeks

  2. Auditory Reaction Time

    Auditory Reaction Time (milliseconds) Auditory reaction time was assessed using the Fast Reflex smartphone application. Participants were instructed to touch the screen as quickly as possible upon hearing an auditory signal emitted by the device. Response times were automatically recorded in milliseconds. Following three familiarization trials, the next three trials were recorded and used for analysis.

    Time frame: 8 weeks

  3. Cognitive Processing Speed

    Cognitive Processing Speed (SDMT score) Cognitive processing speed was assessed using the Symbol Digit Modalities Test (SDMT). Participants were required to match a series of symbols with their corresponding numbers as quickly and accurately as possible according to a predefined key. The outcome measure was the total number of correct responses completed within 90 seconds. The number of errors committed during task performance was also recorded.

    Time frame: 8 weeks

  4. Tactical Effectiveness Index

    Tactical Effectiveness Index (TEI; 0-100 points) Tactical effectiveness was assessed using a composite Tactical Effectiveness Index (TEI) derived from official competition statistics. The index incorporated positive performance indicators (goals scored, shooting percentage, 7-m throws earned, ball recoveries, defensive blocks, saves, and save percentage) and negative performance indicators (7-m throws conceded, turnovers, 2-min suspensions, and disciplinary sanctions). All variables were standardized using z-scores. For negative indicators, z-scores were multiplied by -1 so that higher values consistently reflected greater tactical effectiveness. Standardized scores were summed to obtain a raw score and subsequently transformed to a 0-100 scale using min-max normalization. Higher scores indicate greater tactical effectiveness.

    Time frame: 8 weeks

Secondary outcomes

  1. Simulator Sickness Questionnaire

    Simulator Sickness Questionnaire (SSQ score) The safety and tolerability of the immersive virtual reality intervention were evaluated using the Simulator Sickness Questionnaire (SSQ). The questionnaire assesses symptoms associated with cybersickness, with higher scores indicating greater symptom severity.

    Time frame: 8 weeks

  2. Game Experience Questionnaire - Post-Game Module

    Game Experience Questionnaire - Post-Game Module (GEQ score 0-100) Participants' subjective experience with the virtual reality system was evaluated using the Game Experience Questionnaire - Post-Game Module (GEQ). This instrument assesses dimensions related to the user experience following interaction with the virtual reality environment.

    Time frame: 8 weeks

07

Study locations

1 site
  • Club de Balonmano Teucro
    Pontevedra, Pontevedra 36003, Spain
08

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 Jun 2026; primary completion for Jun 2026, 0 months later.

Of 5,147 non-industry interventional studies with no phase under Motor Activity, half reached primary completion within 17 months of starting (the median), counting those still running; a quarter within 7 and three quarters within 36. This study's planned 0 months is below that.

Counting every sponsor, half of 5,207 studies reached it within 17 months; a quarter within 7 and three quarters within 36.

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

Registered
Jun 9, 2026
First posted
Jun 18, 2026
StartEst.
Jun 16, 2026
Primary completionEst.
Jun 30, 2026
CompletionEst.
Jul 1, 2026
Last update
Jun 18, 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 18, 2026, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
09

Registry details

Key details

Study ID
NCT07655999
Lead sponsor
University of Vigo
Responsible party
José M. Cancela (Principal investigador, University of Vigo) — Principal investigator
First posted
Jun 18, 2026
Start date
Jun 16, 2026 (estimated)
Primary completion
Jun 30, 2026 (estimated)
Completion
Jul 1, 2026 (estimated)
Last update
Jun 18, 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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