~83 spots leftby Dec 2025

Virtual Reality Therapy for ADHD

SP
Overseen bySusan Persky, Ph.D.
Age: < 18
Sex: Any
Travel: May Be Covered
Time Reimbursement: Varies
Trial Phase: Phase 1 & 2
Recruiting
Sponsor: National Human Genome Research Institute (NHGRI)
Must not be taking: Psychotropics
Disqualifiers: Intellectual disabilities, Epilepsy, Psychosis, others
No Placebo Group

Trial Summary

What is the purpose of this trial?

This trial tests if virtual reality games can help children with ADHD improve their thinking skills and brain function. Participants will play these games to practice focusing, controlling impulses, processing information quickly, and remembering things better. The goal is to see if these games can make a positive difference in their daily lives.

Will I have to stop taking my current medications?

If you are taking psychostimulants for ADHD, you will need to stop taking them three days before the study starts and remain off them until the study ends. You should not be on any other psychotropic medications for at least 30 days before the study begins.

What data supports the effectiveness of the treatment Floreo Virtual Reality application for ADHD?

Research shows that virtual reality treatments can improve symptoms of ADHD, such as hyperactivity and impulsivity, and enhance executive functions. Additionally, virtual reality is well-accepted and provides motivational benefits compared to traditional treatments.12345

Is virtual reality therapy safe for humans?

Research on virtual reality therapy for various conditions, like social anxiety and phobias, suggests it is generally safe and well-accepted by participants. Studies have shown that it can effectively reduce anxiety and improve therapy outcomes without significant safety concerns.678910

How is the Floreo Virtual Reality application treatment for ADHD different from other treatments?

The Floreo Virtual Reality application is unique because it uses immersive digital environments to help children with ADHD improve their attention skills, offering a flexible and engaging approach compared to traditional therapies. This VR treatment is designed to be used remotely, making it accessible even during situations like COVID-19 restrictions, and it has shown promise in improving symptoms and executive functions in children.3451112

Research Team

SP

Susan Persky, Ph.D.

Principal Investigator

National Human Genome Research Institute (NHGRI)

Eligibility Criteria

This trial is for children aged 7 to 14 with ADHD, who can follow the study's procedures and are stable on medication if they're taking any. It excludes those with cognitive impairments, severe migraines, vertigo, epilepsy or serious balance disorders, poor uncorrected vision, pregnancy, psychotic disorders or substance dependence.

Inclusion Criteria

I have been diagnosed with ADHD, mainly inattentive or combined type.
My gender identity or ethnicity does not limit my participation.
Children must provide informed assent and parents must provide informed consent to participate in the study
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Exclusion Criteria

Known to be pregnant
Psychotic disorders (including schizophrenia, psychosis not otherwise specified), current substance dependence. Other psychiatric disorders elicited on the interview are not considered exclusionary provided that ADHD is considered to be one of the dominant sources of impairment for the child
Any other medical or psychiatric condition that in the opinion of the PI may confound study data/assessments (e.g., limitations in mobility that would render the VR headset unusable)
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Trial Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks
1 visit (in-person)

Pilot Study

Open-label pilot study to assess safety, tolerability, usability, feasibility, credibility, and treatment expectancy of the VR intervention

4 weeks
Weekly interviews (virtual)

Randomized Controlled Trial

Participants are randomly assigned to either the full version or a limited version of the VR games to assess efficacy in improving ADHD symptoms

4 weeks
Weekly interviews (virtual)

Follow-up

Participants are monitored for safety and effectiveness after treatment

4 weeks
1 visit (telehealth)

Treatment Details

Interventions

  • Floreo Virtual Reality application (Behavioural Intervention)
  • Floreo Virtual Reality application - non-adaptive (Behavioural Intervention)
Trial OverviewThe trial tests a virtual reality-based game using Floreo VR applications designed to improve attention and cognitive skills in kids with ADHD. Participants play games that target specific skills like inhibition control for several weeks while their brain function is monitored.
Participant Groups
1Treatment groups
Experimental Treatment
Group I: Floreo VR groupExperimental Treatment1 Intervention
This group will undergo up to 20 daily sessions (20 minutes each) of the Floreo VR training.

Find a Clinic Near You

Who Is Running the Clinical Trial?

National Human Genome Research Institute (NHGRI)

Lead Sponsor

Trials
273
Recruited
299,000+
Eric Green profile image

Eric Green

National Human Genome Research Institute (NHGRI)

Chief Executive Officer since 2009

MD, PhD

Vence L. Bonham Jr. profile image

Vence L. Bonham Jr.

National Human Genome Research Institute (NHGRI)

Chief Medical Officer since 2021

JD

Findings from Research

In a study involving 19 hospitalized children and adolescents with chronic illnesses, those receiving virtual reality treatment reported significantly higher perceived efficacy and acceptability compared to traditional cognitive-behavioral therapy.
The virtual reality program was well-received, showing high scores in immersion and feasibility, suggesting that technology-based treatments can enhance motivation and engagement in therapeutic settings.
Promoting Emotional Well-being in Hospitalized Children and Adolescents With Virtual Reality: Usability and Acceptability of a Randomized Controlled Trial.Flujas-Contreras, JM., Ruiz-Castañeda, D., Gómez, I.[2021]
A study involving 9 children aged 4 to 6 years with suspected developmental coordination disorder (DCD) showed that using a low-cost virtual reality game in 10 sessions significantly improved their motor function, as indicated by better scores on the Movement Assessment Battery for Children-2 (M-ABC-2).
The children not only demonstrated improved balance and overall movement skills but also appeared motivated and enjoyed the VR experience, suggesting that this intervention could be a fun and effective way to support motor development in young children with DCD.
Low-cost virtual reality intervention program for children with developmental coordination disorder: a pilot feasibility study.Ashkenazi, T., Weiss, PL., Orian, D., et al.[2015]
A virtual reality application designed for children with ADHD received high acceptance and usability ratings from 20 clinical experts, indicating it is user-friendly and versatile for addressing the diverse needs of the disorder.
The study also demonstrated that remote evaluation of the VR application was feasible and meaningful, with all experts expressing satisfaction with their experience, suggesting potential for future validation studies with children.
An immersive virtual reality-based application for treating ADHD: A remote evaluation of acceptance and usability.Zangiacomi, A., Flori, V., Greci, L., et al.[2022]

References

Promoting Emotional Well-being in Hospitalized Children and Adolescents With Virtual Reality: Usability and Acceptability of a Randomized Controlled Trial. [2021]
Low-cost virtual reality intervention program for children with developmental coordination disorder: a pilot feasibility study. [2015]
An immersive virtual reality-based application for treating ADHD: A remote evaluation of acceptance and usability. [2022]
Psychiatric therapeutic applications of virtual reality technology (VRT): research prospectus and phenomenological critique. [2005]
IAmHero: Preliminary Findings of an Experimental Study to Evaluate the Statistical Significance of an Intervention for ADHD Conducted through the Use of Serious Games in Virtual Reality. [2023]
Using virtual humans to alleviate social anxiety: preliminary report from a comparative outcome study. [2019]
Immersive virtual reality during gait rehabilitation increases walking speed and motivation: a usability evaluation with healthy participants and patients with multiple sclerosis and stroke. [2021]
Can virtual reality exposure therapy gains be generalized to real-life? A meta-analysis of studies applying behavioral assessments. [2018]
Cognitive behavioral therapy with adaptive virtual reality exposure vs. cognitive behavioral therapy with in vivo exposure in the treatment of social anxiety disorder: A study protocol for a randomized controlled trial. [2022]
Single-session gamified virtual reality exposure therapy for spider phobia vs. traditional exposure therapy: study protocol for a randomized controlled non-inferiority trial. [2019]
The use of virtual reality in assessment and treatment of anxiety and related disorders. [2021]
Virtual Reality Support for Joint Attention Using the Floreo Joint Attention Module: Usability and Feasibility Pilot Study. [2023]