DepressionVR-MOVENCT07482852
A Randomized Controlled Trial of a VR Social Music-Movement Exergame for Depression and Anxiety in Young Adults
A study testing VR social musical exergame and VR solo musical exergame in people with Depression and Anxiety, run by Hunan University of Traditional Chinese Medicine.
Trial summary
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. Read more about this study
- Who is it for?
- Ages 18 to 25 years
- Conditions the study is for
- Depression, Anxiety
- What is being tested?
- VR social musical exergame and VR solo musical exergame
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 130 participants
- Where
- No sites listed yet
- Study dates
- 1 Apr 2026to 1 May 2028
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 18 to 25 years
- All sexes
- No healthy volunteers
- Adult
Who may be able to join
- 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
Who cannot join
- 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
Trial locations and contacts
No sites are listed yet. Contact the study team or a site near you to ask about taking part.
About this study
Official 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
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.
Read the detailed description
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.
- Conditions
- Depression, Anxiety
- Being tested
- VR social musical exergame, VR solo musical exergame, Waitlist control
- Keywords
- Virtual Reality, Exergaming, Social Connectedness, Music-based Intervention
- Medical subject headings
- Depression, Anxiety Disorders
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
VR social musical exergameBehavioural
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 exergameBehavioural
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 controlOther
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.
| Study group | Role | What they receive |
|---|---|---|
| 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. Receives: Behavioral: VR social musical exergame |
| 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. Receives: Behavioral: VR solo musical exergame |
| 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. Receives: Other: Waitlist control |
What is being measured
The primary outcome is the main question the study is designed to answer.
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.
Measured: 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.
Measured: Baseline (Week 0) to Post-intervention (Week 6)
Secondary outcomes (3)
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.
Measured: 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.
Measured: 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.
Measured: Baseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10)
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted19 Mar 2026
- Study start1 Apr 2026 (estimated)
- Primary completion1 Mar 2028 (estimated)
- Study completion1 May 2028 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for DepressionStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- 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.
- Masking
- None (open label)
- Enrolment
- 130 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Hunan University of Traditional Chinese Medicine
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Guangzheng Wan, Hunan University of Traditional Chinese Medicine
- Investigators
- GuangZheng Wan, MS, Principal investigator, Hunan University of Chinese Medicine
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07482852
- Sponsor's protocol ID
- VR-SDT-RCT-2026
- Acronym
- VR-MOVE
- Status last verified
- Mar 2026
- First submitted
- 15 Mar 2026
- Last updated
- 19 Mar 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Undecided
Publications
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.
PubMed 42066290
Study at a glance
From the registry record, last updated by the sponsor on 19 Mar 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official 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
- ClinicalTrials.gov ID
- NCT07482852
- Acronym / sponsor ID
- VR-MOVE / VR-SDT-RCT-2026
- Conditions
- Depression, Anxiety
- Keywords
- Virtual Reality, Exergaming, Social Connectedness, Music-based Intervention
- Study type
- Interventional
- Recruitment status
- Not yet recruiting
- Enrolment
- 130 participants (estimated)
- Lead sponsor
- Hunan University of Traditional Chinese MedicineUniversity, hospital or other
- Study start
- 1 Apr 2026 (estimated)
- Primary completion
- 1 Mar 2028 (estimated)
- Study completion
- 1 May 2028 (estimated)
- First posted
- 19 Mar 2026 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
Detailed description
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 design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 3
- Model description
- 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.
| Arm | Type | Receives |
|---|---|---|
| VR Social Music-Movement Exergame | Experimental | Behavioral: VR social musical exergameParticipants 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. |
| VR Solo Music-Movement Exergame | Experimental | Behavioral: VR solo musical exergameParticipants 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. |
| Waitlist Control | Active comparator | Other: Waitlist controlParticipants 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. |
Who may qualify
- Ages
- 18 to 25 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult
Key inclusion criteria (4 listed)
- 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
Key exclusion criteria (4 listed)
- Diagnosis of severe mental illness (e.g., psychosis or severe psychiatric disorders)
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| VR social musical exergameParticipants 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. | Behavioural | VR Social Music-Movement Exergame |
| VR solo musical exergameParticipants 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. | Behavioural | VR Solo Music-Movement Exergame |
| Waitlist controlParticipants 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. | Other | Waitlist Control |
Primary outcome
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.
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.
3 secondary outcomes
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)
Loneliness measured by the UCLA Loneliness Scale
Time frame: Baseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10)
Cardiorespiratory fitness estimated using the YMCA 3-Minute Step Test
Time frame: Baseline (Week 0), Post-intervention (Week 6), and Follow-up (Week 10)
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 19 Mar 2026.
- Derived from this study: PubMed 42066290Wan 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.
- Individual participant dataSharing planned: Undecided
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part.
GuangZheng Wan, MS principal investigator
Hunan University of Chinese Medicine
Questions about this trial
What is this clinical trial studying?
A study testing VR social musical exergame and VR solo musical exergame in people with Depression and Anxiety, run by Hunan University of Traditional Chinese Medicine.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 4 inclusion and 4 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: opening soon, as of the sponsor's last update on 19 Mar 2026. Status can change between updates, so confirm with the study contact before making plans.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
Contact GuangZheng Wan, MS (+86 19174157124, wancso@qq.com), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Change in depression symptoms measured by the Beck Depression Inventory-II (BDI-II) (time frame: Baseline (Week 0) to Post-intervention (Week 6)). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT07482852, which also lists 1 linked publication.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 19 Mar 2026.