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Virtual-reality and Emotion Regulation in Violence-Exposed Youth

Virtual-reality and Emotion Regulation in Violence-Exposed Youth

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05022550
Acronym
VERVE
Enrollment
74
Registered
2021-08-26
Start date
2022-06-03
Completion date
2025-05-01
Last updated
2026-07-01

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

Conditions

Adolescent Behavior, Emotional Regulation

Brief summary

The current proposal aims to evaluate a novel virtual-reality-based (VR-B) video game treatment for emotional dysregulation for youth currently under the supervision of the juvenile justice system. 135 participants under the age of 17 will be enrolled and will be asked to complete up to 6 VR-B sessions.

Detailed description

The goal of this proposal is to determine the feasibility of a novel virtual-reality-based biofeedback (VR-B) treatment among youth highly vulnerable to difficulties in emotional regulation. Biofeedback, which involves the provision of real-time information about physiology, is a well-studied approach to enhancing self-regulatory ability, with potential promise for alleviating mental health problems. In children (as well as adults), biofeedback may be ideally facilitated through video game environments, which offer engaging, immersive, yet dynamic environments that can be changed in real-time. Video games are enormously popular with youth, and may represent an important avenue for treatment in adolescent populations. The current proposal aims to evaluate a novel virtual-reality-based video game treatment for emotional dysregulation for youth currently under the supervision of the juvenile justice system. Exposure to risk factors known to promote impaired self-regulation, such as child mal-treatment, is nearly endemic in this population. Indeed, 'delinquent' youth (i.e., youth in contact with the justice system) are considerably more likely to meet diagnostic criteria for a range of disorders centrally involving dysregulation of affect or arousal, such as post-traumatic stress disorder, anxiety, depression, oppositional defiant disorder, and many others. Specific Aims: * AIM 1: Evaluate the feasibility of a virtual reality treatment for youth * Hypothesis 1: Study youth receiving treatment with the virtual reality-based paradigm will qualitatively report the experience to be tolerable and positive with minimal discomfort. * AIM 2: Identify potential changes in physiological signaling (e.g., heart rate, skin conductance) across treatment sessions * Hypothesis 2: Youth receiving virtual reality biofeedback (VRB) treatment will exhibit physiological changes across sessions (e.g., increased heart rate variability or changes in skin conductance responses). * AIM 3: Identify potential changes in symptom severity across treatment sessions * Hypothesis 3: Youth receiving virtual reality biofeedback (VRB) treatment will show greater improvements in youth emotion regulation and reduced severity of PTSD mental health symptoms.

Interventions

DEVICEDEEP VR

DEEP VR is a virtual reality experience (i.e., video game using a head-mounted display) wherein participants ('players') traverse through a serene underwater adventure for approximately 15 min. Movement through the environment is facilitates through the cued use of regularized, diaphragmatic breathing, captured through a respiratory belt.

Sponsors

University of Wisconsin, Madison
Lead SponsorOTHER
University of Toronto
CollaboratorOTHER
Radboud University Medical Center
CollaboratorOTHER
Explore DEEP Inc
CollaboratorUNKNOWN

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
TREATMENT
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
13 Years to 17 Years
Healthy volunteers
No

Inclusion criteria

1. 13 to 17 years of age at enrollment 2. Availability of a caregiver to provide oral consent 3. Able to provide assent/consent in English 4. Visual acuity adequate to read text on a computer monitor

Exclusion criteria

1. Report of previous discomfort with immersive experiences, including virtual reality, 3D films, or similar media 2. Active psychosis or comparably impairing psychiatric condition

Design outcomes

Primary

MeasureTime frameDescription
Feasibility: Number of Participants Who Enjoyed VR Simulation Experience: Determined Via Qualitative Surveyup to 8 weeksRated between neutral and strongly agree to the question: "I found the virtual environment to be engaging and enjoyable".

Secondary

MeasureTime frameDescription
Mean Change in Difficulty in Emotion Regulation Scale (DERS)Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.The DERS is a 36-item child-report survey measuring difficulties with emotion regulation. Respondents report the degree to which the given statement applied to them on a five point Likert scale: 1 = Almost Never to 5 = Always, with a possible total score range of 36 - 180. Higher scores indicate greater difficulties with emotion regulation.
Physiological Arousal Measured by Change in Heart RateChange measured throughout the 15 minute VR session at baseline and before and after each task condition, sessions typically occurred once a day, participating on 6 days within a 1-2 week periodParticipants will have electrodes affixed to their abdomen to measure heart rate. Before every session, baseline levels of physiological arousal will be captured over a 5 minute resting period. Participants will be asked to sit quietly within a serene virtual outdoor scene followed by a 15 minute DEEP VR experience containing several task conditions.
Physiological Arousal Measured by Change in Galvanic Skin ResponseChange measured throughout the 15 minute VR session at baseline and before and after each task condition, sessions typically occurred once a day, participating on 6 days within a 1-2 week periodParticipants will have electrodes affixed to their fingers to measure skin response. Before every session, baseline levels of physiological arousal will be captured over a 5 minute resting period. Participants will be asked to sit quietly within a serene virtual outdoor scene followed by a 15 minute DEEP VR experience containing several task conditions.
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Positive Sub-scaleSessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.The VR-B is a 10-item child-report survey measuring engagement with the virtual-reality biofeedback intervention. Respondents select the degree to which they agree with each statement along a Likert scale: 1 = Strongly Disagree to 7 = Strongly Agree. The VR-B Positive sub-scale is the sum of positive items in the VR-B engagement survey (total range of scores from 4-28). Positive change scores indicate that the VR experience got more positive over time. Reported here is the change in the sub-score from baseline (session 1) through session 6 (up to 2 weeks from baseline).
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B) From Baseline: VR-B Negative Sub-scaleSessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.The VR-B is a 10-item child-report survey measuring engagement with the virtual-reality biofeedback intervention. Respondents select the degree to which they agree with each statement along a Likert scale: 1 = Strongly Disagree to 7 = Strongly Agree. The VR-B Negative sub-scale is the sum of negative items in the VR-B engagement survey (total possible range of scores from 4-28). Positive change scores indicate that the VR experience got less negative over time. Reported here is the change in the sub-score from baseline (session 1) through session 6 (up to 2 weeks from baseline).
Mean Change in Child PTSD Symptom Scale (CPSS)Sessions typically occurred once a day, participating on up to 6 days within a 1-2 week period, individual participant data collection spanned from 1 day to 2 weeks depending on if participant left the facility before completing all sessions.Assesses lifetime trauma experiences and severity of PTSD symptom severity in a 20-item survey scored on a 5-point likert scale from 0 'not at all' to 4 'almost always' for a total range of scores between 0 - 80, where higher scores indicate increased PTSD symptoms.

Countries

United States

Contacts

PRINCIPAL_INVESTIGATORRyan J Herringa, MD,PhD

University of Wisconsin, Madison

PRINCIPAL_INVESTIGATORJustin D Russell, PhD

University of Wisconsin, Madison

Baseline characteristics

Characteristic
Age, Continuous15.42 years
STANDARD_DEVIATION 1.26
Childhood Trauma Questionnaire (CTQ)42.5 score on a scale
STANDARD_DEVIATION 15.7
Child PTSD Symptom Scale for DSM-5 (CPSS-V)21.95 score on a scale
STANDARD_DEVIATION 17.98
Ethnicity (NIH/OMB)
Hispanic or Latino
0 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
70 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
3 Participants
Historical and current delinquency offenses
Multiple offenses
21 Participants
Historical and current delinquency offenses
Property offense
17 Participants
Historical and current delinquency offenses
Sex offense
2 Participants
Historical and current delinquency offenses
Unknown
26 Participants
Historical and current delinquency offenses
Violent offense
4 Participants
Historical and current delinquency offenses
Weapons offense
3 Participants
Race (NIH/OMB)
American Indian or Alaska Native
4 Participants
Race (NIH/OMB)
Asian
0 Participants
Race (NIH/OMB)
Black or African American
47 Participants
Race (NIH/OMB)
More than one race
8 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
Race (NIH/OMB)
Unknown or Not Reported
3 Participants
Race (NIH/OMB)
White
11 Participants
Region of Enrollment
United States
73 participants
Sex: Female, Male
Female
16 Participants
Sex: Female, Male
Male
51 Participants
Youth Self-Report (YSR) Sub-Scores
Externalizing Sub-Score
17.94 score on a scale
STANDARD_DEVIATION 11.6
Youth Self-Report (YSR) Sub-Scores
Internalizing Sub-Score
14.36 score on a scale
STANDARD_DEVIATION 10.39
Youth Self-Report (YSR) Total Score47.36 score on a scale
STANDARD_DEVIATION 27.37

Adverse events

Event typeEG000
affected / at risk
deaths
Total, all-cause mortality
0 / 73
other
Total, other adverse events
0 / 73
serious
Total, serious adverse events
0 / 73

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jul 2, 2026