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ENROLLING BY INVITATION
NCT07655999
NA

Effect of an Immersive Virtual Reality Physical Intervention Program on Reaction Time in Secondary School Students: A Pilot Study

Sponsor: University of Vigo

View on ClinicalTrials.gov

Summary

The purpose of this pilot randomized controlled study is to evaluate the effects of an immersive virtual reality (IVR)-based physical intervention program on reaction time in secondary school students. Participants will be randomly assigned to either an experimental group, which will complete an immersive virtual reality training program using the Rezzil Player platform, or a control group that will continue their usual activities without virtual reality exposure. The intervention will be conducted over eight weeks and will include progressive reaction-based tasks performed in immersive virtual reality environments. Outcomes will be assessed before and after the intervention through visual and auditory reaction time tests and the Symbol Digit Modalities Test (SDMT), a validated measure of cognitive processing speed and attention. The study aims to determine whether immersive virtual reality training can improve reaction performance and cognitive processing in adolescents and provide preliminary evidence regarding its feasibility and effectiveness as an educational and physical training tool.

Official title: Analysis of the Effect of a Physical Intervention Program Developed in Immersive Virtual Reality Environments on Reaction Times in Compulsory Secondary Education Students: A Pilot Study

Key Details

Gender

MALE

Age Range

12 Years - 15 Years

Study Type

INTERVENTIONAL

Enrollment

24

Start Date

2026-06-16

Completion Date

2026-07-01

Last Updated

2026-06-18

Healthy Volunteers

No

Interventions

BEHAVIORAL

Immersive Virtual Reality Eye-Hand Coordination Training

The intervention consisted of a structured eye-hand coordination training program delivered through immersive virtual reality using the Rezzil Player: MicroWall exergame and a Meta Quest 2 head-mounted display with handheld controllers. Participants completed one familiarization session followed by 13 training sessions over 8 weeks (two sessions per week). During each session, participants were required to identify and touch randomly appearing red visual targets as quickly as possible using the controllers. Training difficulty was progressively increased by modifying the spatial configuration of the virtual panels (3×3, 60°, 180°, and 360°). Each training trial lasted 1 minute, and performance was quantified according to the number of targets successfully reached and response speed.

BEHAVIORAL

Usual Handball Training

Participants continued their standard handball training routines under the supervision of their coaches according to normal club practice. No specific experimental intervention, placebo treatment, or virtual reality-based training was administered during the study period.

Locations (1)

Club de Balonmano Teucro

Pontevedra, Pontevedra, Spain