Viewing Study NCT07341204


Ignite Creation Date: 2026-03-26 @ 3:16 PM
Ignite Modification Date: 2026-03-30 @ 12:16 AM
Study NCT ID: NCT07341204
Status: NOT_YET_RECRUITING
Last Update Posted: 2026-01-14
First Post: 2026-01-06
Is NOT Gene Therapy: True
Has Adverse Events: False

Brief Title: How Virtual Reality Can Help Neurodivergent Children Improve Their Attention
Sponsor: New York Institute of Technology
Organization:

Study Overview

Official Title: Improvement of Sustained Attention Through Immersive Virtual Reality in Neurodivergent Children
Status: NOT_YET_RECRUITING
Status Verified Date: 2026-01
Last Known Status: None
Delayed Posting: No
If Stopped, Why?: Not Stopped
Has Expanded Access: False
If Expanded Access, NCT#: N/A
Has Expanded Access, NCT# Status: N/A
Acronym: Attend-VR
Brief Summary: The goal of this study is to determine whether playing a virtual reality (VR) game can help neurodivergent children pay attention for extended periods. The study includes children ages 9 to 18 who have autism, ADHD, learning differences, or movement coordination challenges. The program lasts for 6 weeks. During this period, children will play a VR game twice per week, with each session lasting 25 minutes.
Detailed Description: The purpose of this quasi-experimental study is to investigate the impact of an immersive virtual reality (VR) game intervention on sustained attention in neurodivergent children aged 9 to 18 years. This project aligns with previous study dosages designed as a 6-week program targeting children diagnosed with autism spectrum disorder (ASD), attention-deficit/hyperactivity disorder (ADHD), specific learning disorder (SLD), or developmental coordination disorder (DCD) (neurodivergent disorders). Participants will be recruited through convenience sampling in the local community and will participate in two 25-minute VR sessions per week for 6 weeks.

This study examines the effectiveness of a VR-based attention-training program by comparing pre- and post-intervention data using the Test of Variables of Attention (TOVA) and the Right Eye assessment. Repeated-measures ANOVA will be used to evaluate changes in sustained attention, including omission rates and response times. The findings will provide insight into how immersive VR games can enhance attention and engagement in daily activities among neurodivergent children, thereby facilitating the integration of technology-based interventions into therapeutic practice.

Study Oversight

Has Oversight DMC: False
Is a FDA Regulated Drug?: False
Is a FDA Regulated Device?: False
Is an Unapproved Device?: None
Is a PPSD?: None
Is a US Export?: None
Is an FDA AA801 Violation?: