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 volunteersQualifiers
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
Single group
Treatments tested in this trial
Virtual reality for vocational recovery
BehavioralIntervention 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
Trial outcomes
Primary outcomes
Feasibility - recruitment rates
Rates of recruitment for the study (young people and vocational and service staff) based on an audit of study enrolment
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.
Safety - adverse events
The number of serious adverse events specifically related to the intervention or trial
Feasibility - consent rates
Rates of consent for the study (young people and vocational and service staff) based on an audit of consent logs
Secondary outcomes
Feasibility - attendance rates of assessments and sessions
Via audit of attendance logs
Feasibility - delivery of VR4VR
Proportion of trained vocational specialists who use the intervention during the trial period
Feasibility - VR utilisation
Proportion of sessions within the intervention period in which VR was used within intervention sessions.
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.
Sponsors and contacts
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