Adults 6 to 12, any sex, with Virtual Reality or Social Interaction. Patients with the condition only — healthy volunteers not accepted.
Results — posted to ClinicalTrials.gov
Per-arm endpoint measurements with 95% confidence intervals where reported. Source: trial results section.
Acceptability and CompliancePrimary· After 3 weeks
The attendance of the participants during the trainings will be recorded. To verify the validity of the findings, training non-adherence of the participants will be terminated which will be stated in the consent form. The absence of any training session will be considered as non-adherence.
Group
Value
95% CI
Social VR Intervention
100
Traditional Social Skills Training
96.6
Waitlist Control Group
63.3
Riggio Social Skills Inventory AssessmentSecondary· 3 weeks post-intervention
This assessment utilizes the Riggio Social Skills Inventory to objectively evaluate participants' social interaction skills. The total score ranges from 10 to 40, where higher scores indicate better social interaction skills. The inventory consists of 10 items, each scored on a scale from 1 (Never) to 4 (Always). Scores for each item are summed to compute a total score, with higher total scores representing better outcomes in social interaction skills. The inventory includes subscales that measure aspects of verbal and non-verbal communication.
Group
Value
95% CI
Social VR Intervention
38.20
± 2.83
Traditional Social Skills Training
30.63
± 6.57
Waitlist Control Group
24.50
± 5.17
Social Skills Rating System - Parent Version (SSRS-P)Secondary· 3 weeks post-intervention
This assessment evaluates participants' self-control, assertiveness, and initiative and cooperation. The SSRS-P consists of 3 subscales with a total of 31 items. A 3-point Likert scale (1 = Never, 2 = Sometimes, 3 = Often) is used for scoring. The total score ranges from 31 to 93, where higher scores indicate better social skills. Scores for each subscale are summed, contributing to the total score. The SSRS-P is a validated instrument commonly adopted in clinical trials of psychiatric and neurological disorders.
Group
Value
95% CI
Social VR Intervention
33.33
± 3.56
Traditional Social Skills Training
31.93
± 2.78
Waitlist Control Group
31.50
± 4.70
Behaviour Rating Inventory of Executive FunctionSecondary· 3 weeks post-intervention
To assess the executive functioning of participants using the Behavior Rating Inventory of Executive Function (BRIEF), which will be scored by the participants' guardians. The subscales of inhibition (16 items) and emotional control (10 items) will be adopted in this study. A 3-point Likert scale (1 = Never, 2 = Sometimes, 3 = Often) is used to score. The total score ranges from 26 to 78, with higher scores indicating poor executive functions.
Group
Value
95% CI
Social VR Intervention
16.83
± 3.08
Traditional Social Skills Training
17.98
± 2.68
Waitlist Control Group
19.63
± 4.91
Satisfaction of the InterventionSecondary· After the last session (after 3 weeks)
Satisfaction with the intervention was measured using a 7-point Likert scale (1 = very dissatisfied, 7 = very satisfied) administered at the last session of the VR training group. The total score ranges from 1 to 7, with higher scores indicating greater satisfaction.
Group
Value
95% CI
Social VR Intervention
6.8
± 1.6
Traditional Social Skills Training
6.7
± 1.7
Simulator Sickness QuestionnaireSecondary· Assessments will be conducted at the end of each session of the VR intervention group (twelve sessions in total), with the total score reflecting cumulative discomfort experienced across all sessions.
To measure the motion sickness or physical discomfort of participants in VR environment. Nine items will be measured, including discomfort, fatigue, headache, eyestrain, sweating, nausea, difficulty concentrating, blurred vision and dizziness, with yes or no questions for each item.
Group
Value
95% CI
Social VR Intervention
0
Traditional Social Skills Training
0
Waitlist Control Group
0
Sponsor's own description
The study targets children with diagnosed ADHD and aims to (1) develop a social virtual reality-based intervention, (2) investigate its effects on improving the social skills and executive functioning of inhibitions, emotional control and attention of the children compared to traditional social skills training and (3) evaluate the subjects acceptability and compliance with social VR training for enhancing social interaction skills. It is hypothesised that the social interaction skills of the participants in the social VR training group are likely to perform better than those in the traditional social skills training group. Participants in the waitlist control group will receive no change in social interaction skills compared with the two intervention groups.
Publications & conference data
2 peer-reviewed publications reference this trial (live from Europe PMC):
NCT06955338 — Music and VR Effects on Pain, Anxiety, and Fear During Oral Mucositis Care in Leukaemic Children
· NA
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NCT07408622 — Virtual Reality Therapy for Wrist and Hand Injury Recovery
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NCT07483866 — The Effectiveness of a Virtual Reality-based Educational Intervention on Anxiety Symptoms, Pain Levels, and Physiologica
· NA
· not yet recruiting
NCT07371260 — Effects of Virtual Reality With Multisensory Stimulation on Emotional and Behavioral Disorders in Individuals With Acqui
· NA
· not yet recruiting
NCT07343843 — Virtual Reality Versus Intravenous Dexmedetomidine on Maternal Anxiety, Stress, Hemodynamics, and Neonatal Outcomes Duri
· NA
· recruiting
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Publications: Europe PMC API search by NCT ID, retrieved 10 June 2026
Drug + disease cross-links: matched in real time against Drug Landscape's normalised drug + company + condition tables
Sponsor: as reported to ClinicalTrials.gov by The Hong Kong Polytechnic University
Last refreshed: 28 March 2025
Drug Landscape aggregates and links these public records for informational use only. Always verify against the primary source before clinical or regulatory decisions. Canonical URL: https://druglandscape.com/trial/NCT05778526.