Effect of Virtual Reality on Cognitive Skills
Key facts
- Who runs it
- Hacettepe University
- Where
- Türkiye1 site in 1 countryChoose a country to see its sites
- Trial code
- Status
- Completed
- People taking part
- 14 people enrolled
- Started
- 1 Jul 2025
- Ended
- 1 Sept 2025
- Type of study
- Interventional, 2 groupsOne group gets an existing treatment, for comparison.
- Treatments tested
- virtual Reality
- occupational therapy
- Record updated
- 29 September 2025
Who can take part
- Age
- 7 years to 12 years
- Sex
- Women and men
- Healthy volunteers
- Cannot take part
The registry criteria, word for word
Show all 2 criteriaShow less
Who can take part
- being between the ages of 7-12, having diagnosed with ADHD by a child psychiatrist in accordance with the DSM-5 diagnostic criteria, having stabilized medications used for ADHD, being open to communication, and being able to understand and follow instructions at a basic level
Who cannot take part
- having any neurological, orthopedic or psychiatric diagnosis in addition to ADHD diagnosis, having undergone any surgical intervention in the last 3 months, being inadequate in understanding visual and auditory commands, and having a visual or hearing impairment
This trial has no sites in United States.
It has sites in one country. Choose a country to see its sites.
About the trial
What the trial wants to find out
The aim of this study is to investigate the effects of virtual reality (VR) intervention on cognitive skills in children with attention deficit hyperactivity disorder (ADHD).
The 2 groups in the trial
- Aspirin (intervention group)Existing treatment, for comparison
The intervention group will receive both occupational therapy and virtual reality.a) Occupational Therapy: The basis of OT intervention consisted of activities requiring increased attention, behavioral regulation, organizational skills, multiple cognitive skills, and motor skills. Virtual Reality: The virtual reality system consists of a camera, television, Eye Toy Play CD and Play Station 2. It is based on the principle of capturing movements represented in a virtual environment (Gatica and Méndez, 2014). In the Eye Toy system, individuals can see themselves on the screen through the camera. In this way, the person constantly interacts with the movements and challenges brought by video games. We can simply call the Eye Toy system a webcam with a motion sensor and microphone. The individual's position in the game is determined on the screen and can perceive the person according to the movements he/she exhibits.
Treatment: virtual Reality and occupational therapy
- Plasebo (control group)Existing treatment, for comparison
The control group will receive occupational therapy. Occupational Therapy: The basis of OT intervention consisted of activities requiring increased attention, behavioral regulation, organizational skills, multiple cognitive skills, and motor skills.
Treatment: occupational therapy
Data and sources
- Registry record
- Listed on ClinicalTrials.gov.
- Official title
- Investigation of the Effect of Virtual Reality on Cognitive Skills in Children With Attention Deficit Hyperactivity Disorders
- Record updated
- 29 September 2025