Exploring Virtual Reality Adventure Training Exergaming

Trial statusRecruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexFemale
Age18-45
SponsorThe University of Texas at Arlington

About this trial

The current project aims to design and implement an 8-week Virtual Reality Adventure Therapy Exergaming (V-RATE) intervention focused on women veterans. A randomized controlled trial using a repeated measure design with a 1-month follow-up assessment will be employed to examine effects on physical and mental health outcomes.

Eligibility criteria

This trial accepts healthy volunteers

Qualifiers

Are between the ages of 18 and 45

Identify as a U.S. military veteran

Disqualifiers

Unable to walk independently (e.g., use of any mobility assistive device such as brace, wheelchair, cane, crutch, walker, knee scooter)

Self-reported joint problem that limits mobility (e.g., arthritis or other condition that would prevent participation) or ongoing orthopedic injury

Self-reported pregnancy or suspicion of pregnancy

Self-reported motor disorder or impaired sense of motion or balance (such as Parkinsonism)

Trial design

Design model

Parallel

Treatments tested in this trial

  • Virtual Reality-based physical activity intervention

    Device

    The V-RATE intervention will be delivered through a 360-degree non-mobilized treadmill in a university clinical laboratory for 6-8-weeks (1-2 days/week, 30 minutes/session) totaling 6 sessions. The V-RATE program will be focused on creating a safe and immersive environment supportive of physical activity. The treadmill enables an individual can walk and run at self-paced speed, moving in 360-degrees (i.e., forwards, sideways, and backwards) without risk of falling. The core feature of the self-paced treadmill is a concave walking platform with an adjustable waist hardness that enables a safe, smooth, natural gait while adults with elevated BMI engage in an immersive walking and running motion. During the V-RATE intervention, participants will self-pace their locomotor action (walking/running/bending/ jumping) while they wear the VR headset and experience immersive VR adventure games using the Omniverse VR system.

Treatment groups

40 Participants
are divided into 2 treatment groups
Group A: InterventionExperimental treatment 1 intervention
Group B: ControlNo intervention 0 interventions

Trial outcomes

Primary outcomes

1

Change in depression from baseline to week 6-8 and one-month follow-up (Week 12)

Depression will be measured by self-report using the nine-item Patient Health Questionnaire-9 (PHQ-9).

Time frame
Baseline, Week 6-8, Week 12

Secondary outcomes

1

Anxiety change from baseline to week 6-8 and one-month follow-up (Week 12)

Anxiety will be measured using the Beck Anxiety Inventory (BAI).

Time frame
Baseline, post-training, Week 12
2

Posttraumatic Stress change from baseline to week 8 and one-month follow-up (Week 12)

Posttraumatic Stress will be measured using the Posttraumatic Stress Disorder Checklist-5 (PCL-5).

Time frame
Baseline, post-training, Week 12
3

Cognitive Function change from baseline to week 8 and one-month follow-up (Week 12)

Cognitive Function will be measured via the Cambridge Neuropsychological Test Automated Battery (CANTAB) to assess the participants' executive function and working memory via multitasking test and spatial working memory tests.

Time frame
Baseline, post-training, Week 12
4

Health-Related Quality of Life (HRQOL) change from baseline to week 8 and one-month follow-up (Week 12)

Health-Related Quality of Life (HRQOL) will be measured using the Short Form-36 Health Survey.

Time frame
Baseline, Week 6-8, Week 24

Other outcomes

Sponsors and contacts

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