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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.
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.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| VR Social Music-Movement Exergame | Experimental | Participants assigned to this arm will engage in a virtual reality (VR) music-movement exergaming program that integrates rhythmic movement and social interaction in a shared virtual environment. The intervention is designed to promote physical activity, enhance social connectedness, and improve psychological well-being. |
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| VR Solo Music-Movement Exergame | Experimental | Participants assigned to this arm will engage in a virtual reality (VR) music-movement exergaming program individually without social interaction. This condition isolates the effect of the exergaming activity itself without the social component. |
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| Waitlist Control | Active Comparator | Participants assigned to the control group will not receive the intervention during the study period and will be placed on a waitlist to receive the intervention after the trial is completed. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| VR social musical exergame | Behavioral | 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. |
| Measure | Description | Time Frame |
|---|---|---|
| Change in depression symptoms measured by the Beck Depression Inventory-II (BDI-II) | 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. | Baseline (Week 0) to Post-intervention (Week 6) |
| Change in anxiety symptoms measured by the Beck Anxiety Inventory (BAI) | 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. | Baseline (Week 0) to Post-intervention (Week 6) |
| Measure | Description | Time Frame |
|---|---|---|
| Basic psychological need satisfaction measured by the Basic Psychological Need Satisfaction Scale (BPNS) | 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. | Baseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10) |
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Inclusion Criteria:
Exclusion Criteria:
Diagnosis of severe mental illness (e.g., psychosis or severe psychiatric disorders)
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| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| GuangZheng Wan, MS | Contact | +86 19174157124 | wancso@qq.com |
| Name | Affiliation | Role |
|---|---|---|
| GuangZheng Wan, MS | Hunan University of Chinese Medicine | Principal Investigator |
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| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 42066290 | Derived | Wan G, Zhang Y, Li M. Virtual Reality-Based Social Musical Exergame Guided by Self-Determination Theory for Young Adults With Depression and Anxiety: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2026 May 1;15:e83737. doi: 10.2196/83737. |
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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.
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| VR solo musical exergame | Behavioral | 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. |
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| Waitlist control | Other | 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. |
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| Loneliness measured by the UCLA Loneliness Scale | Loneliness will be assessed using the UCLA Loneliness Scale, a validated self-report instrument measuring perceived social isolation and subjective feelings of loneliness. | Baseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10) |
| Cardiorespiratory fitness estimated using the YMCA 3-Minute Step Test | 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. | Baseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10) |
| ID | Term |
|---|---|
| D003863 | Depression |
| D001008 | Anxiety Disorders |
| ID | Term |
|---|---|
| D001526 | Behavioral Symptoms |
| D001519 | Behavior |
| D001523 | Mental Disorders |
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