Effectiveness of a Virtual Reality (VR) Intervention for Prosocial Behavior and Well-being Among Adolescents: A Randomized Controlled Trial
Effectiveness of a Virtual Reality (VR) Intervention for Prosocial Behavior and Well-being Among Adolescents: A Randomized Controlled Trial
The aim of this project is to examine the effectiveness of a gamified prosocial VR intervention.
There are two parts in this study. In the first part of the study, participants will be first directed to complete a background survey online (approximately 20 minutes). In the second part of the study, participants will participate in a 5-session gamified training program, one session a week for five consecutive weeks, each session lasts between 10-15 minutes. Upon completion of each session, participants will be required to complete a short 5-minute online survey. A daily diary study will be conducted during the intervention to monitor the nuance behavioral and attitudinal changes.
Inclusion Criteria:
Exclusion Criteria:
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