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NCT Number: NCT07482852

A Randomized Controlled Trial of a VR Social Music-Movement Exergame for Depression and Anxiety in Young Adults

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.

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Key information

Age range

18 year–25 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

About this study

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.

Who can participate

Healthy volunteers accepted: No

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Aged 18 to 25 years
  • Meeting criteria for mild to moderate depression (BDI-II score 14-28) or anxiety (BAI score 8-25)
  • Able to understand the study procedures and provide informed consent
  • Willing to participate in the VR intervention and complete all assessments

Exclusion criteria

  • Diagnosis of severe mental illness (e.g., psychosis or severe psychiatric disorders)
  • Severe motion sickness or intolerance to virtual reality
  • Currently receiving structured psychotherapy or psychological intervention
  • Any medical condition that would prevent safe participation in moderate physical activity

Treatment and study plan

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.

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.

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.

Primary outcomes

  1. Change in depression symptoms measured by the Beck Depression Inventory-II (BDI-II)

    Time frame: Baseline (Week 0) to Post-intervention (Week 6)

    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.

  2. Change in anxiety symptoms measured by the Beck Anxiety Inventory (BAI)

    Time frame: Baseline (Week 0) to Post-intervention (Week 6)

    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.

Secondary outcomes

  1. Basic psychological need satisfaction measured by the Basic Psychological Need Satisfaction Scale (BPNS)

    Time frame: Baseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10)

    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.

  2. Loneliness measured by the UCLA Loneliness Scale

    Time frame: Baseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10)

    Loneliness will be assessed using the UCLA Loneliness Scale, a validated self-report instrument measuring perceived social isolation and subjective feelings of loneliness.

  3. Cardiorespiratory fitness estimated using the YMCA 3-Minute Step Test

    Time frame: Baseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10)

    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.

Study contacts

Contact information is provided by the study sponsor or research team.

GuangZheng Wan, MS

CONTACT

[email protected]

+86 19174157124

Sponsors and collaborators

Lead sponsor

Hunan University of Traditional Chinese Medicine

Other

Registry information

Official study 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

Acronym: VR-MOVE

Important dates

Study start
2026
Primary completion
2028
Study completion
2028
First posted
Mar 19, 2026
Registry last updated
Mar 19, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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