Virtual Reality for Vocational Recovery

Trial statusNot yet recruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age18-25
SponsorOrygen

About this trial

Unemployment is higher among young people who experience mental ill-health compared to the general population. This can have a lasting impact on young people, many of whom are highly motivated to gain employment and education. There are many challenges to seeking, gaining, and maintaining employment for young people. To address these challenges and help young people meet their employment and education goals, investigators have developed a VR intervention to support vocational skill building. The aim of the current study is to evaluate the feasibility, acceptability, and safety, of the Virtual Reality for Vocational Recovery (VR4VR) intervention. A small group of vocational specialists will support up to 20 young people with their vocational outcomes using VR4VR over a 3-6week period. Both young people and specialists will complete questionnaires related to acceptability of the intervention, including qualitative interviews. Data on feasibility and safety will also be collected. Results will inform whether VR is feasible, acceptable, and safe to support vocational outcomes within vocational services that support young people with mental health difficulties, potentially supporting further intervention development and larger trials.

Eligibility criteria

This trial does not accept healthy volunteers

Qualifiers

They are aged 18-25 seeking vocational support at participating vocational support programs

Have a named care-coordinator or key worker

Comfortable using a VR headset

Consent to recording of interview for transcription

Disqualifiers

They lack fluency in English (spoken and written), since this is required to understand participate in the VR intervention;

They have a known diagnosis of a moderate intellectual disability, due to some of the content delivered during the intervention requiring a certain level of understanding.

As the therapy uses audio and visual means of communication, participants with impairments so severe that they cannot hear instructions, or are unable to see the virtual reality environments, cannot participate. Mild impairments can be accommodated, as sound volume can be turned up, and the Meta Quest headband is used to comfortably use glasses with the headset.

Presently work within a vocational program and hold a caseload of young people

Trial design

Design model

Single group

Treatments tested in this trial

  • Virtual reality for vocational recovery

    Behavioral

    Intervention is an immersive virtual reality (VR) intervention, delivered through a VR headset, supported by a trained vocational specialist. Intervention content was co-designed with young people with mental health and vocational challenges, and vocational specialists with experiencing supporting this population. Content was guided by goals of vocational programs, including Individual Placement and Support.

Treatment groups

20 Participants
are divided into 1 treatment group
Group A: Virtual reality for vocational recoveryExperimental treatment 1 intervention

Trial outcomes

Primary outcomes

1

Feasibility - recruitment rates

Rates of recruitment for the study (young people and vocational and service staff) based on an audit of study enrolment

Time frame
6 months post intervention commencement
2

Acceptability

Acceptability as measured by the Theoretical Framework of Acceptability Measure delivered to young people and vocational specialists. Total mean score across the 7 TFA items will be reported, on a scale of 1 to 5, with 5 indicating greater acceptability.

Time frame
6 weeks post intervention commencement
3

Safety - adverse events

The number of serious adverse events specifically related to the intervention or trial

Time frame
6 weeks post intervention commencement
4

Feasibility - consent rates

Rates of consent for the study (young people and vocational and service staff) based on an audit of consent logs

Time frame
6 months post intervention commencement

Secondary outcomes

1

Feasibility - attendance rates of assessments and sessions

Via audit of attendance logs

Time frame
6 weeks post intervention commencement
2

Feasibility - delivery of VR4VR

Proportion of trained vocational specialists who use the intervention during the trial period

Time frame
6 months post intervention commencement
3

Feasibility - VR utilisation

Proportion of sessions within the intervention period in which VR was used within intervention sessions.

Time frame
6 months post intervention commencement
4

Acceptability - cybersickness

Cybersickness as measured by the Simulator Sickness Questionnaire. 16 items across three domains, nausea, Oculomotor and disorientation are summed to produce a total score. Items are scored on a scale from 0 to 3, with a higher score indicating greater cybersickness symptoms.

Time frame
6 weeks post intervention commencement

Other outcomes

Sponsors and contacts

Click on the lead sponsor to view all of their trials.

Orygen

Lead sponsor

TAL Community Foundation

Collaborator

University of Melbourne

Collaborator

This trial is not recruiting at the moment. You can still explore other options: