The Effect of Virtual Reality on Cognitive Skills in Schizophrenia

NACompletedINTERVENTIONAL
Enrollment

114

Participants

Timeline

Start Date

April 1, 2023

Primary Completion Date

October 21, 2023

Study Completion Date

June 13, 2024

Conditions
Cognitive Ability GeneralVirtual RealityVirtual Reality Cognitive TrainingSchizophrenia Disorder
Interventions
BEHAVIORAL

Conventional Occupational Therapy Interventiın

1-2. Week: Occupation-based interventions for visual skills 3-6. Week: Social Skills Training 7-8. Week: Interventions for participation problems in ADLs

BEHAVIORAL

Virtual Reality İntervention

In this study, the Xbox 360 gaming console and Kinect sensor were utilized for the virtual reality (VR) intervention. The Xbox 360 functions as an interactive gaming platform, while the Kinect sensor is a motion-detection device that captures users' positions and movements through an integrated camera and sensors. The selection of games for the VR intervention was conducted in collaboration with experts from various disciplines. The evaluation process considered the cognitive and functional demands required for successful gameplay, the potential skills each game could enhance, and the overall therapeutic purpose of the selected games. Following an independent assessment of each game, nine games were identified as suitable for the intervention. Given that all selected games shared similar functional requirements, participants were provided access to the full set of games to optimize engagement and motivation.

Trial Locations (1)

Unknown

University of Health Science, Ankara

All Listed Sponsors
lead

Saglik Bilimleri Universitesi

OTHER