Disability Physical
Conditions
Keywords
virtual reality
Brief summary
COVID-19 has had a negative impact on the mental health of many children with physical disabilities. This project aims to test the potential effects of an online multiplayer virtual reality group-based, active video game program on social isolation and depression and will include a total of 12 children with physical disabilities.
Detailed description
This pilot feasibility study will investigate the potential effects of a revised multiplayer virtual reality exergaming program on depression, socialization, and loneliness among children with physical disabilities. This proposed study will use both quantitative and qualitative research methods, to gain a deep understanding of program benefits and implementation procedures that can be refined for a large clinical trial. The active video game program will last 1-month and include 2 supervised 1-hour sessions per week of group-based gaming. Game sessions will be supervised by 2 research staff who will act as gaming and mindfulness coaches. Outcomes will be measured by self-report questionnaires before and after the program. The program will be completed in two waves (6 people per wave). After the program, participants will undergo a one-on-one semi-structured interview, where they can describe their perceptions of the program.
Interventions
Participants will utilize low-cost, consumer available head-mounted displays to meet with peers and coaches online. The program will last 4 weeks and include 2 x 1-hour sessions per week of supervised peer-to-peer gaming. The coaches will utilize behavioral change and mindfulness techniques to promote autonomy, competence, and relatedness through a respectful, cohesive, and positive atmosphere. These strategies will be framed by the Self-Determination Theory and learned from the National Center on Health, Physical Activity, and Disability (NCHPAD) mindfulness coaching workshops. Some of the mindfulness-based strategies will include guided breathing focused exercises, body scanning, meditation, and acceptance of social anxiety and shyness
Sponsors
Study design
Intervention model description
Single group pre-to-post design trial that will last 1-year and include 2 waves (n=6 per wave)
Eligibility
Inclusion criteria
* self-reported mobility disability (e.g., use of a mobility device or presence of a mobility impairment) * access to a Wi-Fi internet connection in the home * a caregiver to support the child if \<18 years of age * a Facebook account to link to the virtual reality head-mounted display
Exclusion criteria
* physically active (defined as \>150 minutes/week of moderate-to-vigorous intensity exercise) * cannot use the arms for exercise or operate the controller buttons using their fingers * prone to seizures * complete blindness or deafness * unable to communicate verbally in English
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Changes in Depression | Changes from baseline (week 0) to post-intervention (week 5) | Changes in self-reported feelings of depression measured by the Children's Depression Inventory 2 Short Form (CDI-S 2). |
| Changes in Social Isolation / Loneliness | Changes from baseline (week 0) to post-intervention (week 5) | Measured by the version 3 of the UCLA Loneliness Scale 20 items (UCLA-20). |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Quality of social interactions | Week 5 | A scale measure of how participants felt about the quality of social interactions they had during online virtual reality gameplay. The scale ranges from 1-5, where 5 indicates a very high quality of social interactions and a 1 indicates a very low quality of social interactions. |
| Perceived enjoyment of the group classes | Week 5 | A scale measure of how enjoyable online group gameplay was. The scale ranges from 1-5, where 5 indicates a very high level of perceived enjoyment with the group classes and a 1 indicates a very low perceived enjoyment with the group classes. |
| Class attendance | Weeks 1 - 4 | Percent of classes attended divided by the total |
| Multiplayer feedback survey | Week 5 | A questionnaire measuring multiplayer playtime (self-reported times played per week), friendship creation (yes/no), and friendship strength (assessed via Likert scale). |
| Participants Perceptions of Completing the Program | Week 5 | Semi-structured interviews evaluating their perceptions of completing the program, with specific attention to providing more in-depth responses (i.e.,explanations) for each of the 8 outcomes. |
| Satisfaction with program delivery | Week 5 | A scale measure of participants' satisfaction with how the classes were conducted. The scale ranges from 1-5, where 5 indicates a very high perceived satisfaction of the program delivery and a 1 indicates a very low perceived satisfaction with the program delivery. |
| Exercise volume | Week 0 and Week 5 | Self-reported minutes of exercise per week completed. Measured by the Godin Leisure-Time Exercise Questionnaire (GLTEQ). |
Countries
United States