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Virtual Reality for Vocational Recovery

Enhancing Vocational Support With a Virtual Reality Vocational Skills Building Application: Piloting VR4VR

Status
Not yet recruiting
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07114887
Acronym
VR4VR
Enrollment
20
Registered
2025-08-11
Start date
2025-08-31
Completion date
2025-12-31
Last updated
2025-08-11

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

Conditions

Mental Health Disorder

Brief summary

Unemployment is higher among young people who experience mental ill-health compared to the general population. This can have a lasting impact on young people, many of whom are highly motivated to gain employment and education. There are many challenges to seeking, gaining, and maintaining employment for young people. To address these challenges and help young people meet their employment and education goals, investigators have developed a VR intervention to support vocational skill building. The aim of the current study is to evaluate the feasibility, acceptability, and safety, of the Virtual Reality for Vocational Recovery (VR4VR) intervention. A small group of vocational specialists will support up to 20 young people with their vocational outcomes using VR4VR over a 3-6week period. Both young people and specialists will complete questionnaires related to acceptability of the intervention, including qualitative interviews. Data on feasibility and safety will also be collected. Results will inform whether VR is feasible, acceptable, and safe to support vocational outcomes within vocational services that support young people with mental health difficulties, potentially supporting further intervention development and larger trials.

Interventions

BEHAVIORALVirtual reality for vocational recovery

Intervention is an immersive virtual reality (VR) intervention, delivered through a VR headset, supported by a trained vocational specialist. Intervention content was co-designed with young people with mental health and vocational challenges, and vocational specialists with experiencing supporting this population. Content was guided by goals of vocational programs, including Individual Placement and Support.

Sponsors

TAL Community Foundation
CollaboratorUNKNOWN
University of Melbourne
CollaboratorOTHER
Orygen
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 25 Years
Healthy volunteers
No

Inclusion criteria

A young person participant will be considered eligible for inclusion in this study if: 1. They are aged 18-25 seeking vocational support at participating vocational support programs 2. Have a named care-coordinator or key worker 3. Comfortable using a VR headset 4. Consent to recording of interview for transcription

Exclusion criteria

1. They lack fluency in English (spoken and written), since this is required to understand participate in the VR intervention; 2. They have a known diagnosis of a moderate intellectual disability, due to some of the content delivered during the intervention requiring a certain level of understanding. 3. As the therapy uses audio and visual means of communication, participants with impairments so severe that they cannot hear instructions, or are unable to see the virtual reality environments, cannot participate. Mild impairments can be accommodated, as sound volume can be turned up, and the Meta Quest headband is used to comfortably use glasses with the headset. A vocational specialist or staff participant will be considered eligible for inclusion in this study if: 1. Presently work within a vocational program and hold a caseload of young people 2. Have worked with at least 5 young people within a vocational intervention. 3. Sufficient command of the English language 4. Consent to audio recording of interview No

Design outcomes

Primary

MeasureTime frameDescription
Feasibility - recruitment rates6 months post intervention commencementRates of recruitment for the study (young people and vocational and service staff) based on an audit of study enrolment
Acceptability6 weeks post intervention commencementAcceptability as measured by the Theoretical Framework of Acceptability Measure delivered to young people and vocational specialists. Total mean score across the 7 TFA items will be reported, on a scale of 1 to 5, with 5 indicating greater acceptability.
Safety - adverse events6 weeks post intervention commencementThe number of serious adverse events specifically related to the intervention or trial
Feasibility - consent rates6 months post intervention commencementRates of consent for the study (young people and vocational and service staff) based on an audit of consent logs

Secondary

MeasureTime frameDescription
Acceptability - VR presence6 weeks post intervention commencementSense of 'being there' within the VR environment measured using the Igroup Presence Questionnaire. Total score is calculated by summing all items. Items are rated on a scale of -3 to 3, with a higher scoring indicating greater sense of presence.
Effectiveness - Social and occupational functioning6 weeks post intervention commencementYoung person functioning measured by the single item social and occupational functioning scale, ranging from 0 to 100, with lower scores indicating poorer functioning.
Effectiveness - Occupational self-efficacy6 weeks post intervention commencementYoung person self-efficacy around employment measured by occupational self-efficacy scale. Items rated on a scale tanging from 1 to 6, with higher vales reflecting higher occupational self-efficacy.
Effectiveness - General self-efficacy6 weeks post intervention commencementYoung person self-efficacy using the general self-efficacy scale, to assess an individual's perceived generalised capabilities to respond to a variety of challenges and situations. Scores range from 1-4 with highest scores indicating higher self-efficacy. The total score is calculated by finding the sum of the all items.
Feasibility - attendance rates of assessments and sessions6 weeks post intervention commencementVia audit of attendance logs
Vocational specialist confidence and competenceImmediately post-trainingPurpose-built scale (no title or acronym) developed specifically for the current study capturing self-report vocational specialist confidence and competence using VR for vocational support. The scale is 8 items, scored of a scale of 1 to 4. Higher score indicates a greater degree of competence with VR4VR.
Implementation - perceived barriers and enablers to use in practiceThrough study completion an average of 6 monthsAssessed through qualitative analysis of supervision meeting minutes with vocational specialists
Feasibility - fidelity6 months post intervention commencementProportion of VR4VR sessions that are delivered per-protocol, assessed by the timing of sessions.
Feasibility - intervention implementationup to 6 months post intervention commencementFeasibility of Implementation Measure (completed by service leads and clinicians)
Feasibility - delivery of VR4VR6 months post intervention commencementProportion of trained vocational specialists who use the intervention during the trial period
Feasibility - VR utilisation6 months post intervention commencementProportion of sessions within the intervention period in which VR was used within intervention sessions.
Acceptability - cybersickness6 weeks post intervention commencementCybersickness as measured by the Simulator Sickness Questionnaire. 16 items across three domains, nausea, Oculomotor and disorientation are summed to produce a total score. Items are scored on a scale from 0 to 3, with a higher score indicating greater cybersickness symptoms.

Countries

Australia

Contacts

Primary ContactJennifer M Nicholas, PhD
jennifer.nicholas@orygen.org.au+61399669235
Backup ContactJames Whiting
james.whiting@orygen.org.au+61399669173

Outcome results

None listed

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