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A Randomized Controlled Trial of a VR Social Music-Movement Exergame for Depression and Anxiety in Young Adults
Sponsor: Hunan University of Traditional Chinese Medicine
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.
Official title: A Randomized Controlled Trial of a Virtual Reality Music-Movement Exergaming Intervention to Enhance Social Connectedness and Well-being in Adolescents and Young Adults
Key Details
Gender
All
Age Range
18 Years - 25 Years
Study Type
INTERVENTIONAL
Enrollment
130
Start Date
2026-04-01
Completion Date
2028-05-01
Last Updated
2026-03-19
Healthy Volunteers
No
Conditions
Interventions
VR 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.
VR 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.
Waitlist 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.