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Reducing Anxiety During Virtual Reality Kayaking in Youth With Intellectual Disabilities.

Efficacy of Progressive Physical Instruction on Reducing State Anxiety During Virtual Reality Kayaking in Adolescents With Intellectual Disabilities: A Three-Arm Randomized Controlled Study

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07760584
Acronym
VR-KAYAK
Enrollment
72
Registered
2026-08-12
Start date
2026-06-30
Completion date
2026-07-30
Last updated
2026-08-14

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

Conditions

Anxiety, Intellectual Disability, Mild to Moderate, State Anxiety

Keywords

Virtual Reality, VR Kayaking, Exergames, Sensory Preparation, Summer Camp, Randomized Controlled Trial

Brief summary

The goal of this clinical trial is to learn if a physical warm-up can lower anxiety during virtual reality (VR) games in youth with mild to moderate intellectual disabilities. VR is a fun and modern technology, but it can sometimes feel overwhelming for new users. This study takes place during a summer sports camp to see how we can make VR more comfortable and enjoyable. The main question it aims to answer is: Does using real-world props, like a paddle or a real kayak, before and during a VR game lower feelings of anxiety? Researchers will compare playing the VR game with no special props to playing with kayak props. This will help us see if touching and feeling real physical items helps participants feel calmer before putting on the VR headset. Participants will: 1. Answer a short survey about their feelings before the game. 2. Complete a short, safe physical warm-up with trained instructors. 3. Play a VR kayaking game while sitting on a cushion or in a real kayak. 4. Wear a life jacket to make the experience feel more real. 5. Answer a short survey about their feelings right after the game

Detailed description

Background and Rationale: Virtual reality (VR) exergames offer innovative opportunities for physical activity and engagement among youth with intellectual disabilities. However, novel technological environments can induce high levels of state anxiety in this population. Contextual preparation, bridging the real world with the virtual environment through physical and sensory warm-ups may serve as an effective stress buffer. Objective: The primary objective of this randomized controlled trial is to investigate the efficacy of graded physical and sensory preparation on reducing state anxiety during VR kayaking among youth with mild to moderate intellectual disabilities. Study Design: This is a three-arm, randomized controlled trial conducted during a summer sports camp. Participants will be randomly allocated to one of three experimental conditions prior to a standardized VR kayaking exergame session: Control Group (Minimal Context - Group A): Participants will perform a standard physical warm-up, followed by the VR kayaking exergame while seated on a standard cushion without specialized real-world contextual equipment. Sensory Context Group (Group B): Participants will perform a specialized physical warm-up using a kayak paddle, followed by the VR kayaking exergame while seated on a cushion and wearing a life jacket to enhance sensory feedback. Full Simulation Context Group (Group C): Participants will perform a specialized warm-up using a kayak paddle, followed by the VR kayaking exergame while seated directly inside a physical, stationary kayak and wearing a life jacket, achieving full real-world contextual alignment. Intervention Procedure: All participants will experience the same standardized VR kayaking simulation using Meta Quest 2 headsets. The duration of the immersion will be identical across all three groups. Measures and Outcomes: Primary outcome measure: state anxiety will be assessed immediately before (pre-test) and immediately after (post-test) the VR intervention using the 3-point State-Trait Anxiety Inventory for Children (STAIC), adapted for individuals with intellectual disabilities. Secondary parameters: demographic characteristics, level of intellectual disability, and previous experience with VR technology will be controlled during randomization. Hypothesis: It is hypothesized that participants in the groups receiving higher levels of real-world contextual preparation (Groups B and C) will exhibit a significantly greater reduction in state anxiety compared to the minimal context control group (Group A), demonstrating that sensorimotor familiarization acts as a crucial buffer against novelty-induced stress in virtual environments.

Interventions

BEHAVIORALVirtual Reality Kayaking Exergame with Contextual Preparation

Participants take part in a standardized virtual reality (VR) kayaking exergame session using Meta Quest 2 headsets. Depending on the assigned arm, the intervention incorporates varying levels of real-world contextual preparation and physical props (ranging from a standard cushion with no props, to a kayak paddle and life jacket on a cushion, up to sitting directly inside a physical stationary kayak with a paddle and life jacket) to examine the effects on state anxiety.

Sponsors

Poznan University of Physical Education
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
SUPPORTIVE_CARE
Masking
DOUBLE (Subject, Investigator)

Masking description

Participants were masked regarding the study hypotheses and the specific differences between the experimental conditions (they were unaware of the expected anxiety-buffering effects of the real-world props). Outcome assessors and investigators responsible for data analysis were blinded to group allocations during data processing. (Note: Due to the nature of the physical environment, participants and instructors could visually perceive the seating setup, but group assignment codes were anonymized for the primary data analyst).

Eligibility

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

Inclusion criteria

* Mild to moderate intellectual disability. * Age within the specified range (adolescents / youth). * Participants of a summer sports camp. * Ability to understand instructions and participate in the VR kayaking session. * Signed informed consent from parents or legal guardians, and assent from the participant. * No virtual reality (VR) experience before the study. * No psychotropic medicines. * Lack of long-term injuries and fresh injuries.

Exclusion criteria

* Severe intellectual disability preventing completion of the evaluation tasks. * History of severe motion sickness, epilepsy, or uncorrected visual impairments incompatible with virtual reality headset use. * Medical or physical conditions that contraindicate participation in physical warm-ups or exergaming.

Design outcomes

Primary

MeasureTime frameDescription
Change in State Anxiety ScorePre-intervention (baseline, immediately before the warm-up) and post-intervention (immediately after the VR session, approx. 15-20 minutes later).State anxiety will be measured using the State Anxiety Scale for Children (STAIC Form C-1, developed by Charles D. Spielberger), adapted for individuals with intellectual disabilities using a 3-point scale. The scale ranges from a minimum score of 20 to a maximum score of 60, where higher scores indicate a higher level of state anxiety (a worse outcome). Scores reflect immediate psychological responses to the virtual reality kayaking experience across experimental groups.

Countries

Poland

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Aug 15, 2026