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N/A N=32 Prevention

Positive Youth Development in the Metaverse

Healthy · Healthy Lifestyle · Childhood ALL · Behavior, Child

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

OutcomeResultp-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
View full record on ClinicalTrials.gov →

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.

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