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A Randomized Controlled Trial of a VR Social Music-Movement Exergame for Depression and Anxiety in Young Adults

A Randomized Controlled Trial of a Virtual Reality Music-Movement Exergaming Intervention to Enhance Social Connectedness and Well-being in Adolescents and Young Adults

Status
Not yet recruiting
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07482852
Acronym
VR-MOVE
Enrollment
130
Registered
2026-03-19
Start date
2026-04-01
Completion date
2028-05-01
Last updated
2026-03-19

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

Conditions

Anxiety, Depression

Keywords

Virtual Reality, Exergaming, Social Connectedness, Music-based Intervention

Brief summary

This randomized controlled trial aims to evaluate the effectiveness of a virtual reality (VR) music-movement exergaming intervention for improving social connectedness and psychological well-being among young adults. Participants will be randomly assigned to one of three groups: (1) a VR social music-movement exergame group, (2) a VR solo exergame group without social interaction, and (3) a waitlist control group. The intervention integrates rhythmic movement, music-based interaction, and immersive VR environments to promote engagement and social connection. Primary outcomes include changes in depressive symptoms, anxiety, and social connectedness. Secondary outcomes include psychological need satisfaction and physical fitness indicators. Assessments will be conducted at baseline, post-intervention, and follow-up. The study will provide evidence on the potential benefits of immersive VR-based exergaming interventions for mental health and social well-being in young adults.

Detailed description

This study is a randomized controlled trial designed to examine the effects of a virtual reality (VR) music-movement exergaming intervention on social connectedness and psychological well-being in young adults. Participants aged 18-25 years will be recruited and randomly assigned to one of three groups: (1) a VR social music-movement exergame group that allows interaction with peers in a shared virtual environment, (2) a VR solo exergame group with identical physical activity and music elements but without social interaction, and (3) a waitlist control group receiving a digital health handbook. The intervention integrates rhythmic body movement, music-based interaction, and immersive VR environments to enhance engagement and psychological need satisfaction. The theoretical framework of the study is informed by Self-Determination Theory, focusing on the roles of autonomy, competence, and relatedness in promoting mental well-being. Primary outcomes include depressive symptoms, anxiety levels, and perceived social connectedness. Secondary outcomes include psychological need satisfaction and physical fitness indicators. Outcome measures will be assessed at baseline (T0), post-intervention (T1), and one-month follow-up (T2). The results of this trial are expected to provide evidence regarding the effectiveness of VR-based exergaming interventions for promoting mental health and social well-being in young adults.

Interventions

BEHAVIORALVR social musical exergame

Participants engage in a virtual reality (VR) social musical exergame twice per week for 6 weeks (45 minutes per session). The game integrates rhythmic movement with music and allows participants to interact with others in a shared virtual environment. The intervention is designed to promote physical activity, social interaction, and psychological engagement.

BEHAVIORALVR solo musical exergame

Participants engage in a VR musical exergame with the same frequency, duration, and exercise intensity as the experimental group, but without social interaction features. The intervention focuses on individual gameplay without multiplayer interaction.

OTHERWaitlist control

Participants assigned to the waitlist control group receive general mental health guidance and continue their usual activities during the 6-week study period. After the study period, they will be offered access to the VR intervention.

Sponsors

Hunan University of Traditional Chinese Medicine
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
NONE

Intervention model description

Participants will be randomly assigned to three parallel groups: a VR social music-movement exergame group, a VR solo exergame group, and a waitlist control group.

Eligibility

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

Inclusion criteria

* Aged 18 to 25 years * Meeting criteria for mild to moderate depression (BDI-II score 14-28) or anxiety (BAI score 8-25) * Able to understand the study procedures and provide informed consent * Willing to participate in the VR intervention and complete all assessments

Exclusion criteria

* Diagnosis of severe mental illness (e.g., psychosis or severe psychiatric disorders) * Severe motion sickness or intolerance to virtual reality * Currently receiving structured psychotherapy or psychological intervention * Any medical condition that would prevent safe participation in moderate physical activity

Design outcomes

Primary

MeasureTime frameDescription
Change in depression symptoms measured by the Beck Depression Inventory-II (BDI-II)Baseline (Week 0) to Post-intervention (Week 6)Depression symptom severity will be assessed using the Beck Depression Inventory-II (BDI-II), a 21-item self-report questionnaire widely used to measure depressive symptoms. The outcome measure is the change in BDI-II scores from baseline to post-intervention.
Change in anxiety symptoms measured by the Beck Anxiety Inventory (BAI)Baseline (Week 0) to Post-intervention (Week 6)Anxiety symptom severity will be assessed using the Beck Anxiety Inventory (BAI), a 21-item self-report questionnaire designed to measure anxiety symptoms. The outcome measure is the change in BAI scores from baseline to post-intervention.

Secondary

MeasureTime frameDescription
Basic psychological need satisfaction measured by the Basic Psychological Need Satisfaction Scale (BPNS)Baseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10)Basic psychological need satisfaction will be assessed using the Basic Psychological Need Satisfaction Scale (BPNS), which measures the extent to which participants experience autonomy, competence, and relatedness during the intervention.
Loneliness measured by the UCLA Loneliness ScaleBaseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10)Loneliness will be assessed using the UCLA Loneliness Scale, a validated self-report instrument measuring perceived social isolation and subjective feelings of loneliness.
Cardiorespiratory fitness estimated using the YMCA 3-Minute Step TestBaseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10)Cardiorespiratory fitness will be estimated using the YMCA 3-Minute Step Test, a field-based assessment used to estimate cardiovascular fitness based on heart rate recovery following standardized stepping exercise.

Contacts

CONTACTGuangZheng Wan, MS
wancso@qq.com+86 19174157124
PRINCIPAL_INVESTIGATORGuangZheng Wan, MS

Hunan University of Chinese Medicine

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: May 3, 2026