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.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
NONE
Enrollment
130
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.
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.
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.
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.
Time frame: 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.
Time frame: Baseline (Week 0) to Post-intervention (Week 6)
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.
Time frame: Baseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10)
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.
Time frame: 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.
Time frame: Baseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10)
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