N/A
N=32
Positive Youth Development in the Metaverse
Healthy · Healthy Lifestyle · Childhood ALL · Behavior, Child
Bottom Line
View on ClinicalTrials.gov: NCT05858593 ↗Enrolled (actual)
32
Serious AEs
0.0%
Results posted
Apr 2026
Primary outcome: Primary: Usability of VR System and Curriculum Content — 3.83; 4.21; 3.8; 4.33 Units on an ordinal scale
Study Design & Population
- Study type
- Interventional
- Phase
- N/A
- Interventions
- Virtual reality curriculum (Behavioral); No Virtual reality curriculum (Behavioral)
- Age
- Pediatric · 9+ yrs
- Sex
- All
- Sponsor
- University of Georgia
- Primary completion
- Jul 2024
Outcome Measures
| Outcome | Result | p-value |
|---|---|---|
| PRIMARY Usability of VR System and Curriculum Content |
3.83; 4.21; 3.8; 4.33; 1.55 | — |
| PRIMARY Attrition Rate Post Assent to the VR Treatment |
— | — |
| SECONDARY Step Count |
87.6; 87.6 | — |
| SECONDARY Heart Rate |
110.5; 110.5 | — |
| SECONDARY Engagement |
32 | — |
Summary
This pilot study aims to leverage VR's capacity to easily replicate content and allow for multiple users to share the same space and engage in activities as if they're meeting in person. Integrating VR into afterschool programs will allow youth to receive more consistent programming content, even when they are unable to travel to the physical location for the in-person meetings.
Eligibility Criteria
Inclusion Criteria
- Children enrolled in the Chess & Community program
- Between the ages of 9-17
Exclusion Criteria
- Children who are unable to wear a VR headset will not be recruited
Data sourced from ClinicalTrials.gov (NCT05858593). Outcome figures and adverse-event rates are extracted automatically from the registry's posted results and are provided for clinician reference, not as a substitute for the primary publication.