Skip to content

Virtual Reality Training for Social Skills in Schizophrenia - Comparison With Cognitive Training

Physiology-based Virtual Reality Training for Social Skills in Schizophrenia

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04005794
Enrollment
50
Registered
2019-07-02
Start date
2021-10-15
Completion date
2024-05-30
Last updated
2025-03-10

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

Conditions

Schizo Affective Disorder, Schizophrenia, Social Skills

Keywords

schizophrenia, social skills training, social brain network, virtual reality, simulation, functional outcome

Brief summary

Social impairments are core features of schizophrenia that lead to poor outcome. Social skills and competence improve quality of life and protect against stress-related exacerbation of symptoms, while supporting resilience, interpersonal interactions, and social affiliation. To improve outcome, it is necessary to remediate social deficits. Existing psychosocial interventions are moderately effective but the effort-intensive nature (high burden), low adherence, and weak transfer of skills to everyday life present significant hurdles toward recovery. Thus, there is a dire need to develop effective, engaging and low-burden social interventions for people with schizophrenia that will result in better compliance rates and functional outcome. In a previous pilot study, the investigators tested the effectiveness of a novel adaptive virtual reality (VR) intervention in improving targeted social cognitive function (social attention, as indexed by eye scanning patterns) in individuals with schizophrenia. 10 sessions of 1-hour VR intervention were sufficient to engage the target mechanism of social attention and improve negative symptoms. Acceptability and compliance were very high among the participants. In fact, improvements were seen at about 4-5 sessions. Therefore, we used 8 sessions for the R33 phase. The next phase, supported by a R33 grant compares the VR social skills training with a control condition. This new protocol includes a control condition for the exposure to computerized training across the 8 sessions and incidental exposure to social interactions (i.e. interactions with experimenters twice a week for 4-5 weeks). The control condition consists of commercially available cognitive video games played on the same computer for the same duration as the social VR training condition. This control condition is called Cognitive training game condition.

Detailed description

The effectiveness of the social skills VR training at an optimal dose will be compared with an active control condition (computerized cognitive training game) in improving social attention (Social Engagement Latency: SEL), symptoms and social cogitive functioning in a pilot randomized cross-over trial. Participants with schizophrenia will undergo a baseline assessment of social cognitive functioning, and clinical symptoms. Potential changes after Social skills VR training compared with cognitive game training will be examined. Individuals with schizophrenia will be randomized to either the social skills VR training or the cognitive training at baseline. They will then participate in 8 sessions of social skills VR training or cognitive training (1 hour per session, twice a week for 4-5 weeks). After completion of the 8 sessions per training condition, they will cross over and participate in the other condition. Social engagement latency (SEL) will be used as a measure of social attention which is the primary target. The Social Functional Scale (Birchwood, 1991), the the Scale for the Assessment of Negative Symptoms (SANS) and the Scale for the Assessment of Positive Symptoms (SAPS) will be used to assess social functioning and symptoms. Emotion perception will be assesed by the Bell-Lysaker Emotion Recognition Task (BLERT-A). Matched healthy control participants will be recruited to obtain comparison data for optimal performance levels but these healthy control participants will not undergo social skills training. Lastly, at the end of the R33 project, if this VR social skills VR training shows that it can improve social attention, which may improve social outcome in schizophrenia, it will be possible to refine the protocol to make the method more accessible, less burdensome and widely available in the future by moving towards a mobile application.

Interventions

BEHAVIORALsocial VR (virtual reality) training

Social skills game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.

BEHAVIORALCognitive training (control game)

Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games.

Sponsors

Vanderbilt University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
BASIC_SCIENCE
Masking
SINGLE (Outcomes Assessor)

Masking description

Outcome assessors will be blind to the training condition. Schizophrenia participants know which games they are playing so although we do not tell them whether they are being trained for social skills or not, it is not possible to make sure that they are unaware of the types of games that they are asked to play

Intervention model description

Two conditions are compared in individuals with schizophrenia in a cross over design: social skills Virtual Reality (VR) training and active control condition of cognitive training game (non-social, cognitive video game). Participants are assigned at random to either start with social VR (Virtual Reality) skills training and cross over to the cognitive game at baseline, or start with the cognitive game and cross over to the social VR (Virtual Reality) training. They are assessed at baseline for symptoms, social function, emotion perception. They participate in the assigned condition until completion. They then get post-training assessments after which they switch over to the other condition. This cross-over design was implemented due to the closure of the laboratory during the pandemic. Healthy controls are run on the baseline tasks to provide the comparison data for the patient groups but the controls do not undergo VR training nor they yield any clinical symptoms data.

Eligibility

Sex/Gender
ALL
Age
18 Years to 65 Years
Healthy volunteers
Yes

Inclusion criteria

1. Inclusion and

Exclusion criteria

for Individuals with Schizophrenia: Inclusion criteria for schizophrenia group: * Diagnostic and Statistical Manual of Mental Disorders-5 (DSM-5) Axis 1 Diagnosis of schizophrenia * Wechsler Abbreviated Scale of Intelligence (WASI) intelligence quotient (IQ) \> 85 * Currently taking antipsychotic medication * No change in current psychotropic medications or housing within the past 30 days. Those patients whose medication or housing situation has changed within a month, we will wait list them until their situation stabilizes.

Design outcomes

Primary

MeasureTime frameDescription
Change in Social Attention: Social Engagement Latency (SEL)Baseline and social VR post-training (after 8 sessions)Social engagement latency is defined as the time taken to select an avatar in the social skills training game. Social engagement latency is measured in milliseconds. We report the difference in SEL at post training from baseline for Sz group only

Secondary

MeasureTime frameDescription
Change in Social Emotion Recognition: Bell-Lysaker Emotion Recognition Task Adult (BLERT-A)Baseline and after 8 sessions of social VR training and after 8 sessions of cognitive training gameChange in social cognition using the Bell-Lysaker Emotion Recognition Task Adult (BLERT-A). There are 21 videos shown to participants and are scored as either correct (1) or incorrect (0). A total score is provided and can range from 0 to 21, with higher scores indicating a higher social cognition ability, a better outcome.
Change in Scale for the Assessment of Negative Symptoms (SANS)Baseline and after 8 sessions of training for social VR and after 8 sessions of active control game for the schizophrenia group only. CO do not undergo clinical symptoms interview.SANS is a 25-item clinical symptom rating scale. It consists subscales of alogia, affective blunting, avolition-apathy, anhedonia-asociality, and attentional impairment. (Andreasen, 1983). Each item is scored on likert scale of 0 (none) to 5 (severe - worse outcome). Total score is summed (range 0-125) with higher scores being a worse outcome Andreasen NC: Scale for the Assessment of Negative Symptoms (SANS) . Iowa City, University of Iowa, 1983
Change in Scale for the Assessment of Positive Symptoms (SAPS)Baseline and after 8 sessions of training for social VR and after 8 sessions of active control gameSAPS has 34-items that evaluate hallucinations, delusions, formal thought disorder and bizarre behavior (Andreasen, 1984). Each subscale has a single global score item to rate the overall severity of each symptom domain. Each item is rated for severity from least (0) to most severe (5). Total scores are summed and range from 0-170 with higher scores indicating a worse outcome. Andreasen NC: Scale for the Assessment of Positive Symptoms (SAPS) . Iowa City, University of Iowa, 1984. (NC Andreasen - The British Journal of Psychiatry, 1989)
Change in Social Outcome: Social Functioning Scale.Baseline and after 8 sessions of training for social VR and after 8 sessions of active control gameSocial Functioning Scale (SFS; Birchwood, 1990). SFS consists of 79 items (7 subscales). We use the full scale score. Minimum score is 0 (worst social functioning) and maximum score is 135 (best)

Countries

United States

Participant flow

Pre-assignment details

Schizophrenia patients undergo both Social VR training and Cognitive Training

Participants by arm

ArmCount
Social Skills VR Training, Then Cognitive Training Game
1. Social skills VR training: Social skills VR game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks. 2. Cognitive Training Game: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks.
11
Cognitive Training Game, Then Social Skills VR Training
1. Cognitive Training Game: Commercially available cognitive training program will be used to control for the time spent in the lab and associated social interactions as well as the total exposure to computerized games. They complete 8 sessions over 4-5 weeks 2. Social skills VR training: Social skills VR game that we developed in the R21 phase will be used across 8 sessions of training in the lab. Each session is about 1 hour long. Participants come to the lab twice a week for 4-5 weeks.
11
Healthy Controls
Healthy controls are recruited to yield comparison data. They do not undergo training. They are not interviewed for clinical symptoms
28
Total50

Withdrawals & dropouts

PeriodReasonFG000FG001FG002
Overall StudyLost to Follow-up040

Baseline characteristics

CharacteristicSocial Skills VR Training, Then Cognitive Training GameTotalHealthy ControlsCognitive Training Game, Then Social Skills VR Training
Age, Continuous43.74 years
STANDARD_DEVIATION 12.58
40.50 years
STANDARD_DEVIATION 13.14
33.43 years
STANDARD_DEVIATION 15.35
45.39 years
STANDARD_DEVIATION 11.16
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants0 Participants0 Participants
Race (NIH/OMB)
Asian
1 Participants11 Participants10 Participants0 Participants
Race (NIH/OMB)
Black or African American
7 Participants20 Participants4 Participants9 Participants
Race (NIH/OMB)
More than one race
0 Participants2 Participants2 Participants0 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
0 Participants1 Participants1 Participants0 Participants
Race (NIH/OMB)
White
3 Participants16 Participants11 Participants2 Participants
Region of Enrollment
United States
11 participants50 participants28 participants11 participants
Sex: Female, Male
Female
2 Participants19 Participants15 Participants2 Participants
Sex: Female, Male
Male
9 Participants31 Participants13 Participants9 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
EG002
affected / at risk
deaths
Total, all-cause mortality
0 / 220 / 220 / 28
other
Total, other adverse events
0 / 220 / 220 / 28
serious
Total, serious adverse events
0 / 220 / 220 / 28

Outcome results

Primary

Change in Social Attention: Social Engagement Latency (SEL)

Social engagement latency is defined as the time taken to select an avatar in the social skills training game. Social engagement latency is measured in milliseconds. We report the difference in SEL at post training from baseline for Sz group only

Time frame: Baseline and social VR post-training (after 8 sessions)

Population: We examined the social engagement for the social VR game condition only. Commercially available cognitive games did not have a social component and therefore, they do not yield SEL data. Healthy CO do not participate in any training so they do not yield SEL data

ArmMeasureValue (MEAN)Dispersion
VR Social Skills TrainingChange in Social Attention: Social Engagement Latency (SEL)-195 millisecondsStandard Deviation 5.6
p-value: 0.004t-test, 2 sided
Secondary

Change in Scale for the Assessment of Negative Symptoms (SANS)

SANS is a 25-item clinical symptom rating scale. It consists subscales of alogia, affective blunting, avolition-apathy, anhedonia-asociality, and attentional impairment. (Andreasen, 1983). Each item is scored on likert scale of 0 (none) to 5 (severe - worse outcome). Total score is summed (range 0-125) with higher scores being a worse outcome Andreasen NC: Scale for the Assessment of Negative Symptoms (SANS) . Iowa City, University of Iowa, 1983

Time frame: Baseline and after 8 sessions of training for social VR and after 8 sessions of active control game for the schizophrenia group only. CO do not undergo clinical symptoms interview.

Population: This is a clinical interview to assess psychotic symptoms. Therefore healthy control group is not interviewed.

ArmMeasureGroupValue (MEAN)Dispersion
VR Social Skills TrainingChange in Scale for the Assessment of Negative Symptoms (SANS)Baseline SANS score44.63636364 score on a scaleStandard Error 3.145494582
VR Social Skills TrainingChange in Scale for the Assessment of Negative Symptoms (SANS)After training SANS score34.79 score on a scaleStandard Error 3.287917761
Cognitive TrainingChange in Scale for the Assessment of Negative Symptoms (SANS)Baseline SANS score44.63636364 score on a scaleStandard Error 3.145494582
Cognitive TrainingChange in Scale for the Assessment of Negative Symptoms (SANS)After training SANS score43.67 score on a scaleStandard Error 3.10175999
p-value: 0.01ANOVA
Secondary

Change in Scale for the Assessment of Positive Symptoms (SAPS)

SAPS has 34-items that evaluate hallucinations, delusions, formal thought disorder and bizarre behavior (Andreasen, 1984). Each subscale has a single global score item to rate the overall severity of each symptom domain. Each item is rated for severity from least (0) to most severe (5). Total scores are summed and range from 0-170 with higher scores indicating a worse outcome. Andreasen NC: Scale for the Assessment of Positive Symptoms (SAPS) . Iowa City, University of Iowa, 1984. (NC Andreasen - The British Journal of Psychiatry, 1989)

Time frame: Baseline and after 8 sessions of training for social VR and after 8 sessions of active control game

Population: Healthy controls are not interviewed for clinical symptoms because they are not diagnosed.

ArmMeasureGroupValue (MEAN)Dispersion
VR Social Skills TrainingChange in Scale for the Assessment of Positive Symptoms (SAPS)Baseline37.86363636 score on a scaleStandard Error 4.145
VR Social Skills TrainingChange in Scale for the Assessment of Positive Symptoms (SAPS)After Training28.32 score on a scaleStandard Error 4.776
Cognitive TrainingChange in Scale for the Assessment of Positive Symptoms (SAPS)Baseline37.86363636 score on a scaleStandard Error 4.145
Cognitive TrainingChange in Scale for the Assessment of Positive Symptoms (SAPS)After Training31.28 score on a scaleStandard Error 4.008
p-value: 0.004ANOVA
Secondary

Change in Social Emotion Recognition: Bell-Lysaker Emotion Recognition Task Adult (BLERT-A)

Change in social cognition using the Bell-Lysaker Emotion Recognition Task Adult (BLERT-A). There are 21 videos shown to participants and are scored as either correct (1) or incorrect (0). A total score is provided and can range from 0 to 21, with higher scores indicating a higher social cognition ability, a better outcome.

Time frame: Baseline and after 8 sessions of social VR training and after 8 sessions of cognitive training game

Population: Patients with schizophrenia participated in both social skills VR game and the cognitive training game. 22 people started but only 18 completed both training. Healthy control participants were tested once at baseline

ArmMeasureGroupValue (MEAN)Dispersion
VR Social Skills TrainingChange in Social Emotion Recognition: Bell-Lysaker Emotion Recognition Task Adult (BLERT-A)Baseline12.68 score on a scaleStandard Error 0.98
VR Social Skills TrainingChange in Social Emotion Recognition: Bell-Lysaker Emotion Recognition Task Adult (BLERT-A)After Training13.00 score on a scaleStandard Error 1.15
Cognitive TrainingChange in Social Emotion Recognition: Bell-Lysaker Emotion Recognition Task Adult (BLERT-A)Baseline12.68 score on a scaleStandard Error 0.98
Cognitive TrainingChange in Social Emotion Recognition: Bell-Lysaker Emotion Recognition Task Adult (BLERT-A)After Training13.16 score on a scaleStandard Error 4.88
Healthy ControlChange in Social Emotion Recognition: Bell-Lysaker Emotion Recognition Task Adult (BLERT-A)Baseline18 score on a scaleStandard Error 0.43
p-value: 0.213ANOVA
Secondary

Change in Social Outcome: Social Functioning Scale.

Social Functioning Scale (SFS; Birchwood, 1990). SFS consists of 79 items (7 subscales). We use the full scale score. Minimum score is 0 (worst social functioning) and maximum score is 135 (best)

Time frame: Baseline and after 8 sessions of training for social VR and after 8 sessions of active control game

Population: Patients with schizophrenia participated in both social skills VR game and the cognitive training game. 22 people started but only 18 completed both training. Healthy control participants were tested once at baseline.

ArmMeasureGroupValue (MEAN)Dispersion
VR Social Skills TrainingChange in Social Outcome: Social Functioning Scale.Baseline96.63636364 score on a scaleStandard Error 1.848
VR Social Skills TrainingChange in Social Outcome: Social Functioning Scale.After training98.74 score on a scaleStandard Error 1.849
Cognitive TrainingChange in Social Outcome: Social Functioning Scale.Baseline96.63636364 score on a scaleStandard Error 1.848
Cognitive TrainingChange in Social Outcome: Social Functioning Scale.After training97.56 score on a scaleStandard Error 1.856
Healthy ControlChange in Social Outcome: Social Functioning Scale.Baseline107.25 score on a scaleStandard Error 1.89
p-value: >0.05ANOVA

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