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Virtual Reality to Improve Social Perspective Taking

Virtual Reality to Improve Social Perspective Taking in Youth With Disruptive Behavior Disorders

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03927612
Enrollment
90
Registered
2019-04-25
Start date
2020-01-07
Completion date
2022-03-30
Last updated
2023-06-28

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Adolescent, Attention Deficit and Disruptive Behavior Disorders, Child, Child Behavior Disorders, Conduct Disorder, Magnetic Resonance Imaging, Social Perception, Virtual Reality

Keywords

virtual reality, perspective taking, conduct disorder, oppositional defiant disorder, functional magnetic resonance imaging, child, adolescent

Brief summary

This project will examine how virtual reality treatment that provides users with the alternate perspective of a virtual interpersonal interaction impacts psychological and neurobiological markers of social perspective taking in children with a disruptive behavior disorder. The investigators anticipate that experiencing a virtual encounter from a counterpart's point-of-view improves a child's perspective taking and alters brain function related to imagining another person's pain.

Detailed description

Oppositional defiant disorder (ODD) and conduct disorder (CD), collectively known as disruptive behavior disorders (DBDs), involve persistent physical or verbal confrontations, antisocial behavior, and emotional outbursts. Despite a range of biological and environmental risk factors for DBD, social-cognitive impairments are a common link, and improving these deficits should be beneficial for all patients with DBD. Children and adolescents with DBD have deficits in social perspective taking that contribute significantly to these behavior problems. Perspective taking is the ability to perceive the world from another person's point of view, including making inferences about the capabilities, feelings, and expectations of others. Perspective taking requires substantial motivation and cognitive resources and can be difficult to achieve, particularly for children. A failure to understand or value another person's perspective inhibits helping behavior without clear direct benefits. Perspective taking skills are related to empathic concern, which encompasses feelings of sympathy and concern for unfortunate others, and theory of mind, the ability to accurately infer others' mental states, such as intentions. Negative attribution biases are more likely in individuals with poor theory of mind. Thus, improving children's perspective-taking skills should allow them to better understand a counterpart's thinking and intentions, increasing empathic concern, and reducing hostile attribution biases-and therefore improving the likelihood that prosocial behavior occurs. In the brain, perspective taking engages circuitry underlying empathic concern and theory of mind. In fMRI studies, imagining pain to the self or other, often in conjunction with images depicting painful scenarios, engages the brain's salience network. Dorsal ACC and bilateral anterior insula, the regions most commonly activated in response to other's pain, also show strong responses to self-perspective pain. However, in youth with DBD, there is a decreased response to other-perspective pain in dACC and anterior insula, despite no change or a heightened response to self-perspective pain. Software interventions have shown some promise to improve perspective taking. In particular, VR has exciting therapeutic potential to address perspective-taking deficits because it provides naturalistic yet controlled environments in which users can experience interactions from multiple viewpoints. VR interventions typically provide better generalization to real-world behavioral changes compared to traditional methods. VR has an advantage over traditional interventions because it provides an embodied experience that is a middle ground between therapy room settings and the real world (e.g., school, home) where problematic behaviors occur. In this investigation, the investigators will build upon a current VR design using an Oculus Quest virtual reality headset. After experiencing virtual interpersonal conflicts in a school cafeteria setting, participants will re-experience scenarios in one of two manners: an enriched perspective from the virtual counterpart's point-of-view, with internal dialogue and background information; or a control perspective, which replays the original point-of-view. During this proof-of-concept phase, the primary target is social perspective taking. The investigators will assess functional engagement of this target by quantifying (1) the ability to recognize and understand the virtual counterpart's perspective; and (2) the neural response (in pain circuitry) to pain experienced by the virtual counterpart, a common marker for perspective taking that is abnormal in DBD.

Interventions

DEVICEVirtual reality perspective taking training

Virtual reality system provides first-person perspective of a virtual social interaction in a school cafeteria as the subject attempts to complete a goal. A virtual counterpart interferes with this goal. In the alternate perspective condition, participants will then experience the scenario again from the counterpart's perspective, including internal thoughts of the virtual counterpart.

DEVICEVirtual reality control perspective

Virtual reality system provides first-person perspective of a virtual social interaction in a school cafeteria as the subject attempts to complete a goal. A virtual counterpart interferes with this goal. In the control perspective condition, participants will then experience the scenario again from identical perspective.

Sponsors

Indiana University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
TRIPLE (Subject, Investigator, Outcomes Assessor)

Masking description

Assignment will be sealed for the experimenter until immediately prior to Visit 3 (for visit preparation, experimenter must be unblinded).

Intervention model description

This project will examine how levels of a virtual reality treatment that provides users with the alternate perspective of an interpersonal interaction impacts psychological and neurobiological markers of perspective taking. Following the initial screening visit, participants will be randomly assigned to different VR perspective conditions, stratified by sex, presence/absence of ADHD diagnosis, and ODD/CD diagnosis, via an a priori randomization chart. An equal number of youth will be randomly assigned to either the alternate perspective condition or control condition. Visits 1 and 2 will be identical for both groups. At Visit 3, the initial VR scenarios and assessments will be identical. The participant will then re-experience the VR scenarios depending on their assigned condition. Additional VR assessments and the MRI scan will be identical for both groups.

Eligibility

Sex/Gender
ALL
Age
9 Years to 12 Years
Healthy volunteers
No

Inclusion criteria

* Aged 9-12 * English-speaking * Meet DSM-5 criteria for oppositional defiant disorder (ODD), conduct disorder (CD), or Other Specified or Unspecified Disruptive, Impulse-Control, and Conduct Disorder * Right-handed * Estimated full-scale IQ greater than 70

Exclusion criteria

* Bipolar disorder, any disorder involving psychosis, pervasive developmental disorders, current or past substance use disorder, or current major depressive disorder * History of neurological problems (e.g., epilepsy, traumatic brain injury) * Contraindications for MRI * Sibling who has participated in this study * Experience negative side effects during use of virtual reality (e.g., VR sickness) * In opinion of investigator, cannot complete study procedures or is inappropriate for study participation

Design outcomes

Primary

MeasureTime frameDescription
Change From Pre-intervention on the Virtual Reality Perspective Taking Scale1 DayThis scale provides a 0-100 score that indicates the degree to which participants understand the perspective of their virtual counterpart, derived from the Perspective Taking subscale of the Interpersonal Reactivity Index. A higher change score indicate greater improvement in perspective taking in the virtual environment. The scale will be completed twice on the same day, before and after the intervention.
Change From Pre-intervention on the Acknowledgement of Other Perspective Scale1 DayThis scale allows participants to rate the relative importance of the virtual counterpart's perspective, on a 0-100 scale, with a scenario-specific question. A higher change score indicates greater improvement in acknowledging the virtual counterpart's perspective. The scale will be completed twice on the same day, before and after the intervention.
Change From Pre-intervention in Brain Activity in Response to Self Pain vs. Other PainThe fMRI scans will be administered 0-2 weeks prior to the intervention and the day of the intervention (upon completion of the intervention).Functional magnetic resonance imaging (fMRI) will measure the blood-oxygen level-dependent (BOLD) response in the dorsal anterior cingulate cortex, left anterior insula, and right anterior insula while imagining pain happening to oneself or the virtual counterpart. Perspective taking and empathy are reflected by a similar BOLD response to self and other pain. This score reflects the change from baseline in the Self Pain - Other Pain contrast in each region. A lower score to Self vs. Other pain results from a stronger response to other's pain, reflecting improved perspective taking. Therefore, lower values reflect a stronger neural response to other's pain, compared to the baseline visit.

Countries

United States

Participant flow

Pre-assignment details

Families underwent clinical interview to establish child's psychiatric diagnoses (required disruptive behavior disorder without autism spectrum disorder or current depression for assignment to group). Participants also underwent baseline surveys, practice VR (also used to assess presence of VR sickness for exclusion criteria), and baseline MRI scan. Enrolled participants were not randomized if they did not meet inclusion criteria or discontinued participation prior to the intervention visit.

Participants by arm

ArmCount
Alternate Perspective
After experiencing VR scenarios, participants will experience the interactions again from the virtual counterpart's perspective within the VR system. Virtual reality perspective taking training: Virtual reality system provides first-person perspective of a virtual social interaction in a school cafeteria as the subject attempts to complete a goal. A virtual counterpart interferes with this goal. In the alternate perspective condition, participants will then experience the scenario again from the counterpart's perspective, including internal thoughts of the virtual counterpart.
23
Control Perspective
After experiencing VR scenarios, participants will experience the interactions again from the same perspective in the VR system. Virtual reality control perspective: Virtual reality system provides first-person perspective of a virtual social interaction in a school cafeteria as the subject attempts to complete a goal. A virtual counterpart interferes with this goal. In the control perspective condition, participants will then experience the scenario again from identical perspective.
22
Total45

Baseline characteristics

CharacteristicAlternate PerspectiveControl PerspectiveTotal
Age, Categorical
<=18 years
23 Participants22 Participants45 Participants
Age, Categorical
>=65 years
0 Participants0 Participants0 Participants
Age, Categorical
Between 18 and 65 years
0 Participants0 Participants0 Participants
Age, Continuous10.87 years
STANDARD_DEVIATION 1
11.16 years
STANDARD_DEVIATION 1.03
11.01 years
STANDARD_DEVIATION 1.01
Ethnicity (NIH/OMB)
Hispanic or Latino
3 Participants2 Participants5 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
20 Participants20 Participants40 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Asian
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Black or African American
2 Participants3 Participants5 Participants
Race (NIH/OMB)
More than one race
2 Participants3 Participants5 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
1 Participants0 Participants1 Participants
Race (NIH/OMB)
White
18 Participants16 Participants34 Participants
Region of Enrollment
United States
23 Participants22 Participants45 Participants
Sex: Female, Male
Female
8 Participants10 Participants18 Participants
Sex: Female, Male
Male
15 Participants12 Participants27 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 240 / 24
other
Total, other adverse events
0 / 240 / 24
serious
Total, serious adverse events
0 / 240 / 24

Outcome results

Primary

Change From Pre-intervention in Brain Activity in Response to Self Pain vs. Other Pain

Functional magnetic resonance imaging (fMRI) will measure the blood-oxygen level-dependent (BOLD) response in the dorsal anterior cingulate cortex, left anterior insula, and right anterior insula while imagining pain happening to oneself or the virtual counterpart. Perspective taking and empathy are reflected by a similar BOLD response to self and other pain. This score reflects the change from baseline in the Self Pain - Other Pain contrast in each region. A lower score to Self vs. Other pain results from a stronger response to other's pain, reflecting improved perspective taking. Therefore, lower values reflect a stronger neural response to other's pain, compared to the baseline visit.

Time frame: The fMRI scans will be administered 0-2 weeks prior to the intervention and the day of the intervention (upon completion of the intervention).

Population: Children aged 9-12 with a disruptive behavior disorder

ArmMeasureGroupValue (MEAN)Dispersion
Alternate PerspectiveChange From Pre-intervention in Brain Activity in Response to Self Pain vs. Other PainLeft Anterior Insula Change0.089 BOLD signal change (Self vs. Other Pain)Standard Deviation 0.19
Alternate PerspectiveChange From Pre-intervention in Brain Activity in Response to Self Pain vs. Other PainRight Anterior Insula Change0.078 BOLD signal change (Self vs. Other Pain)Standard Deviation 0.22
Alternate PerspectiveChange From Pre-intervention in Brain Activity in Response to Self Pain vs. Other PainDorsal Anterior Cingulate Cortex Change0.10 BOLD signal change (Self vs. Other Pain)Standard Deviation 0.27
Control PerspectiveChange From Pre-intervention in Brain Activity in Response to Self Pain vs. Other PainRight Anterior Insula Change-0.128 BOLD signal change (Self vs. Other Pain)Standard Deviation 0.3
Control PerspectiveChange From Pre-intervention in Brain Activity in Response to Self Pain vs. Other PainLeft Anterior Insula Change-0.070 BOLD signal change (Self vs. Other Pain)Standard Deviation 0.25
Control PerspectiveChange From Pre-intervention in Brain Activity in Response to Self Pain vs. Other PainDorsal Anterior Cingulate Cortex Change-0.080 BOLD signal change (Self vs. Other Pain)Standard Deviation 0.34
Primary

Change From Pre-intervention on the Acknowledgement of Other Perspective Scale

This scale allows participants to rate the relative importance of the virtual counterpart's perspective, on a 0-100 scale, with a scenario-specific question. A higher change score indicates greater improvement in acknowledging the virtual counterpart's perspective. The scale will be completed twice on the same day, before and after the intervention.

Time frame: 1 Day

Population: Children aged 9-12 with a disruptive behavior disorder

ArmMeasureValue (MEAN)Dispersion
Alternate PerspectiveChange From Pre-intervention on the Acknowledgement of Other Perspective Scale2.0 score on a scaleStandard Deviation 27.1
Control PerspectiveChange From Pre-intervention on the Acknowledgement of Other Perspective Scale-1.4 score on a scaleStandard Deviation 18.5
Primary

Change From Pre-intervention on the Virtual Reality Perspective Taking Scale

This scale provides a 0-100 score that indicates the degree to which participants understand the perspective of their virtual counterpart, derived from the Perspective Taking subscale of the Interpersonal Reactivity Index. A higher change score indicate greater improvement in perspective taking in the virtual environment. The scale will be completed twice on the same day, before and after the intervention.

Time frame: 1 Day

Population: Children aged 9-12 with a disruptive behavior disorder

ArmMeasureValue (MEAN)Dispersion
Alternate PerspectiveChange From Pre-intervention on the Virtual Reality Perspective Taking Scale16.3 Score on a scaleStandard Deviation 27.9
Control PerspectiveChange From Pre-intervention on the Virtual Reality Perspective Taking Scale-10.4 Score on a scaleStandard Deviation 26.3

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026