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Adolescent Responses to Varying Environments in Virtual Reality Simulations

Adolescent Responses to Varying Environments in Virtual Reality Simulations (THRIVE: The Research In Virtual Environments Study)

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04465240
Enrollment
107
Registered
2020-07-10
Start date
2021-10-06
Completion date
2023-04-22
Last updated
2024-06-07

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

Conditions

Emotions, Residential Characteristics, Stress, Physiological, Stress, Psychological

Keywords

Neighborhoods, Poverty Areas, Adolescent Development

Brief summary

The objective of this study, named THRIVE (The Research In Virtual Environments Study), is to test hypotheses for how neighborhood environments influence stress and emotion, as a mechanism by which they may influence health. Neighborhood environments may have both acute influences on stress-related processes, but also may have lifespan effects due to the chronic, cumulative effects of repeated exposures and the long-term toll of adapting to adverse neighborhood environments. However, assessing neighborhood influences on stress and emotion is methodologically challenging. This study develops such a novel, alternative approach to address these questions by deploying a virtual reality (VR) based model of neighborhood disadvantage and affluence that creates an immersive experience approximating the experience of being in different neighborhoods. In this study, this model will be applied to understand neighborhood effects in a diverse sample of adolescents (n = 130) from a range of disadvantaged and affluent neighborhoods. The proposed study will employ a randomized experiment (n = 65 per condition), with online questionnaires and a single study session, to determine (a) if virtual exposure to neighborhood disadvantage elicits differences in emotion and stress reactivity; (2) if growing up in a disadvantaged neighborhood results in habituation or sensitization to different neighborhood characteristics; and (3) if chronic stress results in habituation or sensitization to different neighborhood characteristics. This research will develop an innovative methodology that will help establish the role that neighborhoods may play in eliciting stress as well as the processes of adaptation to chronic stress and chronic neighborhood exposures. In addition, it will help establish a method that can be utilized more broadly to study contextual and social environmental influences on psychological and biological risk in adolescence.

Interventions

OTHERVirtual reality

Participants are immersed in a neighborhood environment in virtual reality

Sponsors

Eunice Kennedy Shriver National Institute of Child Health and Human Development (NICHD)
CollaboratorNIH
University of Southern California
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
BASIC_SCIENCE
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
14 Years to 17 Years
Healthy volunteers
Yes

Inclusion criteria

* English speaking * Are able to use a dominant hand for joystick manipulation and a non- dominant hand for physiological measurements, * Are in good physical and mental health, with no self-reported history of hypertension, cardiovascular disease (CVD) or CVD treatment (with associated medication list indicative of treatments that result in exclusion), * Have hair at least 1cm in length based on self-report to be able to provide a hair sample.

Exclusion criteria

* Pregnant, by self-report

Design outcomes

Primary

MeasureTime frameDescription
Emotional ResponseImmediately after the virtual reality task (average of 28 minutes post baseline)Multiple measures were used for emotion felt in the VR neighborhood: 1. Participants rate how strongly they felt 9 specific emotions (0-8 scale; 0 indicates none, 8 is the strongest possible feeling). 2. Two composite scores based on averaging responses for specific emotions: Positive emotion (enthusiasm, contentment, amusement) and Negative emotion (fear, sadness, disgust, anger). Averages were based on the standard score representing standard deviations above/below the mean. The mean score was 0. Positive emotion ranged from -1.9, the lowest positive emotion, to 2.0, the highest. Negative emotion ranged from -0.7, the lowest negative emotion, to 3.5, the highest. A positive score reflects greater than average for that type of emotion, and negative score reflects less than average for that type of emotion. 3. Self-Assessment Manikin (SAM) scale: two dimensional scales for how they felt, from (a) happy to unhappy (1 to 9), and (b) excited to calm (1 to 9) (Bradley & Lang, 1994)
Salivary CortisolMeasured 5 times: (1) end of baseline, (2) after virtual reality (VR) neighborhood (VR: 11 minutes, average), (3) after questionnaires (26 minutes after VR end, average), (4) video (recovery), after first 15 minutes, (5) after final 15 minutes of videoConcentration of the stress hormone cortisol in saliva samples, measured in (µg/dL), that participants provide over the course of the study session to assess cortisol response
Blood PressureMeasured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutesSystolic (SBP) and diastolic (DBP) blood pressure, in mmHG, measured and summarized across epochs in the study session.
Respiratory Sinus Arrhythmia (RSA)Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutesRespiratory Sinus Arrhythmia (RSA) reflects parasympathetic nervous systemt activity and is used as an index of emotion regulation, with higher scores indicating greater parasympathetic activation. It is derived from the natural log of the power of high frequency heart rate variability (heart rate variability is the variability in the amount of time in between heart beats, and high frequency heart rate variability is the power of activity in the 0.15-0.4 Hz range). Based on electrocardiograph signals measured and summarized across epochs in the study session.
Cardiac Output (CO)Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutesCardiac Output (CO) represents the volume of blood pumped by the heart (L/min). Increasing values indicate greater volume of blood pumped per unit time. Derived from impedance cardiography signals measured and and then summarized across epochs in the study session.
Total Peripheral Resistance (TPR)Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutesTotal peripheral resistance (TPR) is an index of an index of vasoconstriction (mean arterial pressure divided by cardiac output). Increasing values indicate greater vasoconstriction. Derived from impedance cardiography signals measured and and then summarized across epochs in the study session.
Pre-ejection Period (PEP)Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutesPre-ejection period (PEP) is a measure of sympathetic nervous system activation. Higher values indicate greater sympathetic activation. Derived from impedance cardiography (Q-point in ECG to B-point in impedance cardiography), signals are measured and and then summarized across epochs in the study session.

Countries

United States

Participant flow

Pre-assignment details

While 107 participants were enrolled, eight withdrew after enrollment but prior to randomization to condition, without attending the single study session. Thus while enrollment was 107 the total started in the protocol flow was 99.

Participants by arm

ArmCount
Virtual Reality Simulation of Neighborhood Disadvantage
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood representative of disadvantage they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
50
Virtual Reality Simulation of Neighborhood Affluence
Participants will attend one study session. They will watch a video during a baseline rest period. Participants will be assigned to navigate and explore the virtual neighborhood, representative of affluence they were assigned to. Then they will complete questionnaires and watch a video again during a recovery period. Virtual reality: Participants are immersed in a neighborhood environment in virtual reality
49
Total99

Baseline characteristics

CharacteristicVirtual Reality Simulation of Neighborhood DisadvantageVirtual Reality Simulation of Neighborhood AffluenceTotal
Age, Continuous16.03 years
STANDARD_DEVIATION 1.06
15.85 years
STANDARD_DEVIATION 1.16
15.94 years
STANDARD_DEVIATION 1.11
Neighborhood Poverty Rate11.56 % below poverty in neighborhood
STANDARD_DEVIATION 11.02
9.82 % below poverty in neighborhood
STANDARD_DEVIATION 8.3
10.71 % below poverty in neighborhood
STANDARD_DEVIATION 9.77
Parental Education
Bachelor's Degree
20 Participants21 Participants41 Participants
Parental Education
Doctoral Degree or Equivalent
5 Participants6 Participants11 Participants
Parental Education
High School Education or Less
5 Participants4 Participants9 Participants
Parental Education
Master's Degree
13 Participants16 Participants29 Participants
Parental Education
Some College or Associate's Degree
7 Participants2 Participants9 Participants
Race/Ethnicity, Customized
African American / Black
3 Participants2 Participants5 Participants
Race/Ethnicity, Customized
Asian
6 Participants5 Participants11 Participants
Race/Ethnicity, Customized
Latinx / Hispanic
21 Participants19 Participants40 Participants
Race/Ethnicity, Customized
Multiracial
6 Participants4 Participants10 Participants
Race/Ethnicity, Customized
Native American, American Indian or Alaskan Native
0 Participants2 Participants2 Participants
Race/Ethnicity, Customized
Other
1 Participants0 Participants1 Participants
Race/Ethnicity, Customized
White
13 Participants17 Participants30 Participants
Sex: Female, Male
Female
20 Participants16 Participants36 Participants
Sex: Female, Male
Male
30 Participants33 Participants63 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 500 / 49
other
Total, other adverse events
0 / 500 / 49
serious
Total, serious adverse events
0 / 500 / 49

Outcome results

Primary

Blood Pressure

Systolic (SBP) and diastolic (DBP) blood pressure, in mmHG, measured and summarized across epochs in the study session.

Time frame: Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutes

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality that lead to invalid data. One participant did not have blood pressure recordings and for one technical problems led to data not being recorded.

ArmMeasureGroupValue (MEAN)Dispersion
Virtual Reality Simulation of Neighborhood DisadvantageBlood PressureSBP, Baseline (mean, in mmHg)120.45 mmHGStandard Deviation 17.65
Virtual Reality Simulation of Neighborhood DisadvantageBlood PressureSBP, VR neighborhood (mean, in mmHg)123.82 mmHGStandard Deviation 23.46
Virtual Reality Simulation of Neighborhood DisadvantageBlood PressureSBP, Questionnaires (mean, in mmHg)120.41 mmHGStandard Deviation 16.13
Virtual Reality Simulation of Neighborhood DisadvantageBlood PressureSBP, Video, First 15 Minutes (mean, in mmHg)115.29 mmHGStandard Deviation 20.16
Virtual Reality Simulation of Neighborhood DisadvantageBlood PressureSBP, Video, Second, 15 Minutes (mean, in mmHg)110.90 mmHGStandard Deviation 22.62
Virtual Reality Simulation of Neighborhood DisadvantageBlood PressureDBP, Baseline (mean, in mmHg)70.14 mmHGStandard Deviation 13.64
Virtual Reality Simulation of Neighborhood DisadvantageBlood PressureDBP, VR neighborhood (mean, in mmHg)76.29 mmHGStandard Deviation 15.13
Virtual Reality Simulation of Neighborhood DisadvantageBlood PressureDBP, Questionnaires (mean, in mmHg)69.18 mmHGStandard Deviation 11.91
Virtual Reality Simulation of Neighborhood DisadvantageBlood PressureDBP, Video, First 15 Minutes (mean, in mmHg)70.50 mmHGStandard Deviation 15.91
Virtual Reality Simulation of Neighborhood DisadvantageBlood PressureDBP, Video, Second 15 Minutes (mean, in mmHg)66.07 mmHGStandard Deviation 13.89
Virtual Reality Simulation of Neighborhood AffluenceBlood PressureDBP, Questionnaires (mean, in mmHg)68.22 mmHGStandard Deviation 14.35
Virtual Reality Simulation of Neighborhood AffluenceBlood PressureSBP, Baseline (mean, in mmHg)117.79 mmHGStandard Deviation 19.78
Virtual Reality Simulation of Neighborhood AffluenceBlood PressureDBP, Baseline (mean, in mmHg)66.23 mmHGStandard Deviation 13.65
Virtual Reality Simulation of Neighborhood AffluenceBlood PressureSBP, VR neighborhood (mean, in mmHg)125.97 mmHGStandard Deviation 19.13
Virtual Reality Simulation of Neighborhood AffluenceBlood PressureDBP, Video, Second 15 Minutes (mean, in mmHg)67.20 mmHGStandard Deviation 11.22
Virtual Reality Simulation of Neighborhood AffluenceBlood PressureSBP, Questionnaires (mean, in mmHg)114.11 mmHGStandard Deviation 17.46
Virtual Reality Simulation of Neighborhood AffluenceBlood PressureDBP, VR neighborhood (mean, in mmHg)72.28 mmHGStandard Deviation 16.22
Virtual Reality Simulation of Neighborhood AffluenceBlood PressureSBP, Video, First 15 Minutes (mean, in mmHg)113.02 mmHGStandard Deviation 23.54
Virtual Reality Simulation of Neighborhood AffluenceBlood PressureDBP, Video, First 15 Minutes (mean, in mmHg)67.31 mmHGStandard Deviation 17.29
Virtual Reality Simulation of Neighborhood AffluenceBlood PressureSBP, Video, Second, 15 Minutes (mean, in mmHg)113.79 mmHGStandard Deviation 17.52
Primary

Cardiac Output (CO)

Cardiac Output (CO) represents the volume of blood pumped by the heart (L/min). Increasing values indicate greater volume of blood pumped per unit time. Derived from impedance cardiography signals measured and and then summarized across epochs in the study session.

Time frame: Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutes

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality that lead to invalid data. One participant had technical problems led to data not being recorded, and four had minimal or low quality signal recorded across data collection.

ArmMeasureGroupValue (MEAN)Dispersion
Virtual Reality Simulation of Neighborhood DisadvantageCardiac Output (CO)CO, VR neighborhood (mean)5.37 L/minStandard Deviation 1.79
Virtual Reality Simulation of Neighborhood DisadvantageCardiac Output (CO)CO, Video, First 15 Minutes (mean)5.30 L/minStandard Deviation 1.82
Virtual Reality Simulation of Neighborhood DisadvantageCardiac Output (CO)CO, Questionnaires (mean)5.18 L/minStandard Deviation 1.74
Virtual Reality Simulation of Neighborhood DisadvantageCardiac Output (CO)CO, Video, Second 15 Minutes (mean)5.28 L/minStandard Deviation 1.72
Virtual Reality Simulation of Neighborhood DisadvantageCardiac Output (CO)CO, Baseline (mean)5.35 L/minStandard Deviation 1.99
Virtual Reality Simulation of Neighborhood AffluenceCardiac Output (CO)CO, Video, Second 15 Minutes (mean)5.15 L/minStandard Deviation 1.62
Virtual Reality Simulation of Neighborhood AffluenceCardiac Output (CO)CO, Baseline (mean)5.50 L/minStandard Deviation 2.13
Virtual Reality Simulation of Neighborhood AffluenceCardiac Output (CO)CO, VR neighborhood (mean)5.90 L/minStandard Deviation 2.42
Virtual Reality Simulation of Neighborhood AffluenceCardiac Output (CO)CO, Questionnaires (mean)5.29 L/minStandard Deviation 1.7
Virtual Reality Simulation of Neighborhood AffluenceCardiac Output (CO)CO, Video, First 15 Minutes (mean)5.12 L/minStandard Deviation 1.73
Primary

Emotional Response

Multiple measures were used for emotion felt in the VR neighborhood: 1. Participants rate how strongly they felt 9 specific emotions (0-8 scale; 0 indicates none, 8 is the strongest possible feeling). 2. Two composite scores based on averaging responses for specific emotions: Positive emotion (enthusiasm, contentment, amusement) and Negative emotion (fear, sadness, disgust, anger). Averages were based on the standard score representing standard deviations above/below the mean. The mean score was 0. Positive emotion ranged from -1.9, the lowest positive emotion, to 2.0, the highest. Negative emotion ranged from -0.7, the lowest negative emotion, to 3.5, the highest. A positive score reflects greater than average for that type of emotion, and negative score reflects less than average for that type of emotion. 3. Self-Assessment Manikin (SAM) scale: two dimensional scales for how they felt, from (a) happy to unhappy (1 to 9), and (b) excited to calm (1 to 9) (Bradley & Lang, 1994)

Time frame: Immediately after the virtual reality task (average of 28 minutes post baseline)

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality presentation that lead to invalid data. One participant did not complete the measure of happy/unhappy

ArmMeasureGroupValue (MEAN)Dispersion
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponseContentment / Happiness: from 0 (not at all) to 8 (strongest ever felt)2.98 units on a scaleStandard Deviation 1.65
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponseSadness: from 0 (not at all) to 8 (strongest ever felt)2.67 units on a scaleStandard Deviation 2.37
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponseDisgust: from 0 (not at all) to 8 (strongest ever felt)2.86 units on a scaleStandard Deviation 2.42
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponseSurprise: from 0 (not at all) to 8 (strongest ever felt)2.84 units on a scaleStandard Deviation 2.31
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponseAnger: from 0 (not at all) to 8 (strongest ever felt)1.29 units on a scaleStandard Deviation 1.89
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponsePositive Emotion: Composite based on enthusiasm, contentment, amusement (Overall mean is 0)-0.28 units on a scaleStandard Deviation 0.76
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponseEnthusiasm/excitement: from 0 (not at all) to 8 (strongest ever felt)2.69 units on a scaleStandard Deviation 1.97
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponseNegative Emotion: Composite based on fear, sadness, disgust, anger (Overall mean is 0)0.41 units on a scaleStandard Deviation 0.98
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponseCompassion: from 0 (not at all) to 8 (strongest ever felt)3.18 units on a scaleStandard Deviation 2.09
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponseHappy-Unhappy: from 1 (happy) to 9 (unhappy) [Self-Assessment Manikin (SAM)]4.58 units on a scaleStandard Deviation 1.66
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponseFear: from 0 (not at all) to 8 (strongest ever felt)1.59 units on a scaleStandard Deviation 2.21
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponseExcited-calm: from 1 (excited) to 9 (calm) [Self-Assessment Manikin (SAM)]5.39 units on a scaleStandard Deviation 1.96
Virtual Reality Simulation of Neighborhood DisadvantageEmotional ResponseAmusement: from 0 (not at all) to 8 (strongest ever felt)3.65 units on a scaleStandard Deviation 1.82
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponseExcited-calm: from 1 (excited) to 9 (calm) [Self-Assessment Manikin (SAM)]5.85 units on a scaleStandard Deviation 1.98
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponseAmusement: from 0 (not at all) to 8 (strongest ever felt)4.31 units on a scaleStandard Deviation 1.75
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponseAnger: from 0 (not at all) to 8 (strongest ever felt)0.33 units on a scaleStandard Deviation 0.81
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponseContentment / Happiness: from 0 (not at all) to 8 (strongest ever felt)4.54 units on a scaleStandard Deviation 1.88
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponseCompassion: from 0 (not at all) to 8 (strongest ever felt)2.56 units on a scaleStandard Deviation 2.32
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponseDisgust: from 0 (not at all) to 8 (strongest ever felt)0.69 units on a scaleStandard Deviation 1.36
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponseEnthusiasm/excitement: from 0 (not at all) to 8 (strongest ever felt)3.77 units on a scaleStandard Deviation 2.21
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponseFear: from 0 (not at all) to 8 (strongest ever felt)0.44 units on a scaleStandard Deviation 0.92
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponseSadness: from 0 (not at all) to 8 (strongest ever felt)0.33 units on a scaleStandard Deviation 0.69
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponseSurprise: from 0 (not at all) to 8 (strongest ever felt)2.79 units on a scaleStandard Deviation 2.62
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponsePositive Emotion: Composite based on enthusiasm, contentment, amusement (Overall mean is 0)0.28 units on a scaleStandard Deviation 0.91
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponseNegative Emotion: Composite based on fear, sadness, disgust, anger (Overall mean is 0)-0.42 units on a scaleStandard Deviation 0.34
Virtual Reality Simulation of Neighborhood AffluenceEmotional ResponseHappy-Unhappy: from 1 (happy) to 9 (unhappy) [Self-Assessment Manikin (SAM)]3.4 units on a scaleStandard Deviation 1.61
Primary

Pre-ejection Period (PEP)

Pre-ejection period (PEP) is a measure of sympathetic nervous system activation. Higher values indicate greater sympathetic activation. Derived from impedance cardiography (Q-point in ECG to B-point in impedance cardiography), signals are measured and and then summarized across epochs in the study session.

Time frame: Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutes

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality that lead to invalid data. One participant had technical problems led to data not being recorded, and four had minimal or low quality signal recorded across data collection.

ArmMeasureGroupValue (MEAN)Dispersion
Virtual Reality Simulation of Neighborhood DisadvantagePre-ejection Period (PEP)PEP, VR neighborhood (mean)112.49 msStandard Deviation 6.42
Virtual Reality Simulation of Neighborhood DisadvantagePre-ejection Period (PEP)PEP, Video, First 15 Minutes (mean)114.29 msStandard Deviation 6.94
Virtual Reality Simulation of Neighborhood DisadvantagePre-ejection Period (PEP)PEP, Questionnaires (mean)112.97 msStandard Deviation 6.68
Virtual Reality Simulation of Neighborhood DisadvantagePre-ejection Period (PEP)PEP, Video, Second 15 Minutes (mean)113.28 msStandard Deviation 7.04
Virtual Reality Simulation of Neighborhood DisadvantagePre-ejection Period (PEP)PEP, Baseline (mean)114.69 msStandard Deviation 7.43
Virtual Reality Simulation of Neighborhood AffluencePre-ejection Period (PEP)PEP, Video, Second 15 Minutes (mean)114.75 msStandard Deviation 8.18
Virtual Reality Simulation of Neighborhood AffluencePre-ejection Period (PEP)PEP, Baseline (mean)117.92 msStandard Deviation 7.64
Virtual Reality Simulation of Neighborhood AffluencePre-ejection Period (PEP)PEP, VR neighborhood (mean)113.84 msStandard Deviation 8.64
Virtual Reality Simulation of Neighborhood AffluencePre-ejection Period (PEP)PEP, Questionnaires (mean)114.60 msStandard Deviation 8.68
Virtual Reality Simulation of Neighborhood AffluencePre-ejection Period (PEP)PEP, Video, First 15 Minutes (mean)115.58 msStandard Deviation 7.43
Primary

Respiratory Sinus Arrhythmia (RSA)

Respiratory Sinus Arrhythmia (RSA) reflects parasympathetic nervous systemt activity and is used as an index of emotion regulation, with higher scores indicating greater parasympathetic activation. It is derived from the natural log of the power of high frequency heart rate variability (heart rate variability is the variability in the amount of time in between heart beats, and high frequency heart rate variability is the power of activity in the 0.15-0.4 Hz range). Based on electrocardiograph signals measured and summarized across epochs in the study session.

Time frame: Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutes

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality that lead to invalid data. One participant had technical problems led to data not being recorded, and another had minimal signal recorded across data collection.

ArmMeasureGroupValue (MEAN)Dispersion
Virtual Reality Simulation of Neighborhood DisadvantageRespiratory Sinus Arrhythmia (RSA)RSA, VR neighborhood (Mean)6.88 ms-squaredStandard Deviation 0.79
Virtual Reality Simulation of Neighborhood DisadvantageRespiratory Sinus Arrhythmia (RSA)RSA, Video, First 15 Minutes (Mean)6.76 ms-squaredStandard Deviation 0.88
Virtual Reality Simulation of Neighborhood DisadvantageRespiratory Sinus Arrhythmia (RSA)RSA, Questionnaires (Mean)6.77 ms-squaredStandard Deviation 0.8
Virtual Reality Simulation of Neighborhood DisadvantageRespiratory Sinus Arrhythmia (RSA)RSA, Video, Second 15 Minutes (Mean)6.89 ms-squaredStandard Deviation 0.82
Virtual Reality Simulation of Neighborhood DisadvantageRespiratory Sinus Arrhythmia (RSA)RSA, Baseline (Mean)6.56 ms-squaredStandard Deviation 0.9
Virtual Reality Simulation of Neighborhood AffluenceRespiratory Sinus Arrhythmia (RSA)RSA, Video, Second 15 Minutes (Mean)6.90 ms-squaredStandard Deviation 0.9
Virtual Reality Simulation of Neighborhood AffluenceRespiratory Sinus Arrhythmia (RSA)RSA, Baseline (Mean)6.31 ms-squaredStandard Deviation 1.12
Virtual Reality Simulation of Neighborhood AffluenceRespiratory Sinus Arrhythmia (RSA)RSA, VR neighborhood (Mean)6.69 ms-squaredStandard Deviation 1.15
Virtual Reality Simulation of Neighborhood AffluenceRespiratory Sinus Arrhythmia (RSA)RSA, Questionnaires (Mean)6.65 ms-squaredStandard Deviation 1.16
Virtual Reality Simulation of Neighborhood AffluenceRespiratory Sinus Arrhythmia (RSA)RSA, Video, First 15 Minutes (Mean)6.79 ms-squaredStandard Deviation 1.04
Primary

Salivary Cortisol

Concentration of the stress hormone cortisol in saliva samples, measured in (µg/dL), that participants provide over the course of the study session to assess cortisol response

Time frame: Measured 5 times: (1) end of baseline, (2) after virtual reality (VR) neighborhood (VR: 11 minutes, average), (3) after questionnaires (26 minutes after VR end, average), (4) video (recovery), after first 15 minutes, (5) after final 15 minutes of video

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality that lead to invalid data. Sixteen participants (7 in virtual affluent condition, 9 in virtual disadvantaged condition) were removed due potential contamination between saliva samples across time in the study session.

ArmMeasureGroupValue (MEAN)Dispersion
Virtual Reality Simulation of Neighborhood DisadvantageSalivary CortisolVideo, After 30 minutes0.279 µg/dLStandard Deviation 0.542
Virtual Reality Simulation of Neighborhood DisadvantageSalivary CortisolBaseline (end)0.121 µg/dLStandard Deviation 0.063
Virtual Reality Simulation of Neighborhood DisadvantageSalivary CortisolVirtual Reality Neighborhood (immediately after)0.134 µg/dLStandard Deviation 0.066
Virtual Reality Simulation of Neighborhood DisadvantageSalivary CortisolQuestionnaire completion0.251 µg/dLStandard Deviation 0.333
Virtual Reality Simulation of Neighborhood DisadvantageSalivary CortisolVideo, After 15 minutes0.261 µg/dLStandard Deviation 0.419
Virtual Reality Simulation of Neighborhood AffluenceSalivary CortisolVideo, After 15 minutes0.361 µg/dLStandard Deviation 0.584
Virtual Reality Simulation of Neighborhood AffluenceSalivary CortisolQuestionnaire completion0.287 µg/dLStandard Deviation 0.395
Virtual Reality Simulation of Neighborhood AffluenceSalivary CortisolBaseline (end)0.135 µg/dLStandard Deviation 0.123
Virtual Reality Simulation of Neighborhood AffluenceSalivary CortisolVideo, After 30 minutes0.286 µg/dLStandard Deviation 0.473
Virtual Reality Simulation of Neighborhood AffluenceSalivary CortisolVirtual Reality Neighborhood (immediately after)0.182 µg/dLStandard Deviation 0.156
Primary

Total Peripheral Resistance (TPR)

Total peripheral resistance (TPR) is an index of an index of vasoconstriction (mean arterial pressure divided by cardiac output). Increasing values indicate greater vasoconstriction. Derived from impedance cardiography signals measured and and then summarized across epochs in the study session.

Time frame: Measured in 5 epochs, typical 60-90 minutes total: (1) Baseline before virtual reality (VR), (2) VR neighborhood (11 minutes, average), (3) Questionnaires (begins 6 minutes after VR end, average), (4) Video: first 15 minutes, (5) Video, final 15 minutes

Population: Two participants (one from each arm) were excluded from analyses due to major technical problems / glitches in virtual reality that lead to invalid data. One participant had technical problems led to data not being recorded, and four had minimal or low quality signal recorded across data collection.

ArmMeasureGroupValue (MEAN)Dispersion
Virtual Reality Simulation of Neighborhood DisadvantageTotal Peripheral Resistance (TPR)TPR, VR neighborhood (mean)19.62 mmHg*min/LStandard Deviation 8.28
Virtual Reality Simulation of Neighborhood DisadvantageTotal Peripheral Resistance (TPR)TPR, Video, First 15 Minutes (mean)19.07 mmHg*min/LStandard Deviation 9.65
Virtual Reality Simulation of Neighborhood DisadvantageTotal Peripheral Resistance (TPR)TPR, Questionnaires (mean)18.29 mmHg*min/LStandard Deviation 7.55
Virtual Reality Simulation of Neighborhood DisadvantageTotal Peripheral Resistance (TPR)TPR, Video, Second 15 Minutes (mean)17.96 mmHg*min/LStandard Deviation 9.21
Virtual Reality Simulation of Neighborhood DisadvantageTotal Peripheral Resistance (TPR)TPR, Baseline (mean)18.82 mmHg*min/LStandard Deviation 8.88
Virtual Reality Simulation of Neighborhood AffluenceTotal Peripheral Resistance (TPR)TPR, Video, Second 15 Minutes (mean)18.88 mmHg*min/LStandard Deviation 9.29
Virtual Reality Simulation of Neighborhood AffluenceTotal Peripheral Resistance (TPR)TPR, Baseline (mean)19.29 mmHg*min/LStandard Deviation 12.8
Virtual Reality Simulation of Neighborhood AffluenceTotal Peripheral Resistance (TPR)TPR, VR neighborhood (mean)18.05 mmHg*min/LStandard Deviation 9.19
Virtual Reality Simulation of Neighborhood AffluenceTotal Peripheral Resistance (TPR)TPR, Questionnaires (mean)18.04 mmHg*min/LStandard Deviation 10.04
Virtual Reality Simulation of Neighborhood AffluenceTotal Peripheral Resistance (TPR)TPR, Video, First 15 Minutes (mean)18.83 mmHg*min/LStandard Deviation 9.79

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