Mental HealthUVIC VR FitNCT06367439
Examining the Effects of Virtual Reality Exercise on Mental Health
A study testing Virtual reality exercise condition in people with Mental Health and Mood, run by University of Victoria at 1 site in Canada.
Trial summary
The primary purpose of this investigation is to examine the efficacy of virtual reality (VR) exercise (Supernatural exergaming via Meta Platforms Technologies, LLC) for improving well-being (i.e., vitality) over a 10-week period. Read more about this study
- Who is it for?
- Ages 19 to 64 yearsHealthy volunteers can take part
- Conditions the study is for
- Mental Health, Mood, Well-Being, Psychological
- What is being tested?
- Virtual reality exercise condition
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 154 participants
- Where
- 1 siteCanada
- Study dates
- 19 Mar 2024to 11 Jul 2025
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 19 to 64 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- Age 19-64
- Living in the Greater Victoria area
- Have a stable Wi-Fi connection at home
- Experience no health constraints that limit moderate-to-vigorous physical activity participation as identified by the Physical Activity Readiness Questionnaire (PARQ+).
- Currently participating in less than 75 minutes of vigorous physical activity per week (as per Canadian physical activity guidelines)
- Be willing to travel into the Behavioural Medicine Lab on the UVic campus
- Be the only member of their household to participate in the study, past or present
Who cannot join
- If participant is flagged by the PARQ+ and is not cleared to participate in physical activity by their physician they are ineligible to participate
- Does not meet any of the above inclusion criteria
Trial locations and contacts
1 site in 1 country.
About this study
Official title: Examining the Effects of Virtual Reality Exercise on Mental Health Outcomes: A Randomized Controlled Trial
The primary purpose of this investigation is to examine the efficacy of virtual reality (VR) exercise (Supernatural exergaming via Meta Platforms Technologies, LLC) for improving well-being (i.e., vitality) over a 10-week period. The secondary purpose is to examine the efficacy of VR exercise for improving depression mood symptoms, anxiety mood symptoms, and perceived cognitive functioning over a 10-week period, as well as short-term mood (post-exercise) and affective experiences during exercise. The tertiarty purpose of this study is to examine the efficacy of VR exercise for improving both physical activity behaviour and physical activity motivation (attitudes, capability, opportunity, intentions, behavioural regulation, habit, identity) over a 10-week period. Another tertiary purpose is to examine whether key motivational variables (e.g., attitudes, capability, opportunity, intentions, behavioural regulation, habit, identity) regarding Supernatural use explain variability in Supernatural use over time.
- Conditions
- Mental Health, Mood, Well-Being, Psychological, Physical Activity
- Being tested
- Virtual reality exercise condition
- Keywords
- Virtual reality, Exergaming, Physical activity, Exercise
- Medical subject headings
- Psychological Well-Being, Motor Activity
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Virtual reality exercise conditionBehavioural
Also called Baseline virtual reality exercise and measurement workout
Participants will complete a virtual reality exercise (i.e., Supernatural) tutorial (YouTube instruction and in-headset gameplay instruction/practice) and will complete a 18-20 minute affect measurement medium intensity virtual reality exercise (i.e., Supernatural) session in the Behavioural Medicine Lab (UVic).
Virtual reality exercise conditionBehavioural
Also called 10 week virtual reality exercise program
Participants will be provided a virtual reality headset (Meta Quest 3 Headset) and subscription to a virtual reality exercise game (i.e., Supernatural) for 10 weeks. Participants will be instructed to participate in 75 minutes of medium intensity Supernatural physical activity (equivalent to 75 minutes of vigorous physical activity) per week in their own home.
| Study group | Role | What they receive |
|---|---|---|
| Virtual Reality Exercise Condition | Experimental | Participants will complete a virtual reality (VR) exercise tutorial (Supernatural gameplay) and a Supernatural affect measurement workout (Flow or Boxing) in the Behavioural Medicine Lab (UVic). The tutorial will include watching Supernatural YouTube instructional videos, then completing a Supernatural training (~5-6 min), a 'getting started' low intensity Supernatural workout (~3 min), a low intensity Supernatural workout (~3 min), and a medium intensity Supernatural workout (~3 min). Participants will then complete the affect measurement medium intensity Supernatural workout (18-20 min). Participants will be provided a Virtual Reality headset (i.e., Meta Quest 3 headset) equipped with a Supernatural account for 10 weeks and will be instructed to participate in 75 minutes of medium intensity Supernatural physical activity per week which is equivalent to 75 minutes of vigorous physical activity (in line with the Canadian physical activity guidelines). Receives: Behavioral: Virtual reality exercise condition |
| Waitlist Control Condition | No intervention | Participants will complete a control treadmill walk/run exercise session in the Behavioural Medicine Lab (30 min) that emulates the lab-based Supernatural exercise session (intervention condition). The treadmill run/walk will be the comparison condition for examining the effects of Supernatural exercise on mood and affect. First, participants will complete a 10 min treadmill orientation where they will walk for 3 min at 3 mph, walk for 3 min at 3.5 mph, walk/jog for 3 min at 4 mph, and walk for 1 min at 3 mph. Participants will then complete a 19.5-20 min treadmill walk/jog where they will complete a 1 min warmup at 3 mph, walk/jog for 17.5 min at 4 mph. Participants will then be asked to continue as they are for 10 weeks and will have the opportunity to bring home the Meta Quest 3 headset equipped with Supernatural for 10 weeks post-study. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Well-being: subjective vitality
Subjective vitality will be assessed using a six-item subjective vitality scale. Participants will respond to the six subjective vitality items on a seven point Likert-type scale anchored by 1 (not at all true) to 7 (very true). The six items will be mean scored (potential range 1-7), with higher scores reflecting higher subjective vitality and a more positive outcome.
Measured: Baseline, week 5, week 10
Secondary outcomes (5)
Depression and anxiety mood symptoms
Participants will respond to the 14-item Hospital Anxiety and Depression Scale, which includes a depression subscale (7 items) and an anxiety subscale (7 items). Participants will respond to the 14-items using a four point (0-3) Likert-type scale. The two subscales will be mean scored (potential range 0-3), with higher scores reflecting higher depression and anxiety and more negative outcomes.
Measured: Baseline, week 5, week 10
Perceived cognitive function
Participants will respond to the organization (5 items) and strategic planning (7 items) subscales of the executive function index using a five point Likert-type scale anchored by 1 (Not at all) to 5 (Very much). The two subscales will be mean scored (potential range 1-5), with higher scores reflecting higher organization and strategic planning and more positive outcomes.
Measured: Baseline, week 5, week 10
Short-term Mood
Participants will respond to the positive mood valence (2 items), calmness (2 items), and energy (2 items) sub-scales of the multidimensional mood questionnaire using a seven point Likert-type scale. The three subscales will be mean scored (potential range 0-6), with higher scores indicating a more positive mood (valence, calmness, energy) and a more positive outcome.
Measured: Pre (baseline) and post in-lab physical activity; through lab completion (2 hours).
Core Affect Measure - Feeling Scale
Participants will complete a single item affect measure on an 11-point Likert-type scale anchored by -5 (very bad) to +5 (very good) to examine the affective response to exercise (Supernatural VR exercise or treadmill running). Higher scores will reflect more positive affective responses and a more positive outcome. Participants will be verbally prompted to respond to the scale during exercise (Supernatural VR exercise or treadmill exercise).
Measured: Baseline (pre exercise session), at ~3.5 minute intervals during exercise (post song), and at 1.5 and 3 minutes post exercise). 8 measurements total
Core Affect Measure - Felt Arousal Scale
Participants will complete a single item arousal measure on a 6-point Likert-type scale anchored by 1 (low arousal) to 6 (high arousal). Participants will be verbally prompted to respond to the scale during exercise (Supernatural VR exercise or treadmill exercise).
Measured: Baseline (pre exercise session), ~ at 3.5 minute intervals during exercise (post song), and at 1.5 and 3 minutes post exercise). 8 measurements total
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted16 Apr 2024
- Study start19 Mar 2024
- Primary completion2 Jun 2025
- Study completion11 Jul 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (23)Papers the sponsor has linked to this study.
- Other trials for Mental HealthStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Basic science
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- The study will utilize a 10-week, two-arm, single-blinded, waitlist control, randomized controlled trial (RCT). Healthy adults (19-64 years) from the Victoria community participating in less than 75 minutes of vigorous physical activity per week will be randomized to either the Supernatural (SN) condition or the wait-list control (WLC) condition for a 10-week period.
- Masking
- Single blind
- Who is masked
- Investigator
- Enrolment
- 154 participants (actual)
Sponsor and investigators
- Lead sponsor
- University of Victoria
- Sponsor type
- University, hospital or other
- Collaborators
- Meta Platforms, Inc.
- Responsible party
- Sponsor
- Investigators
- Ryan Rhodes, PhD, Principal investigator, Lab Director and Professor
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06367439
- Sponsor's protocol ID
- FN-10984
- Acronym
- UVIC VR Fit
- Status last verified
- Aug 2025
- First submitted
- 27 Mar 2024
- Last updated
- 11 Aug 2025
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Publications
Borg, G. (1998). Borg's perceived exertion and pain scales. Human Kinetics.
Courneya, K. S. (1994). Predicting repeated behavior from intention: The issue of scale correspondence. Journal of Applied Social Psychology, 24(7), 580-594. https://doi.org/10.1111/j.1559-1816.1994.tb00601.x
Courneya KS, Jones LW, Rhodes RE, Blanchard CM. Effects of different combinations of intensity categories on self-reported exercise. Res Q Exerc Sport. 2004 Dec;75(4):429-33. doi: 10.1080/02701367.2004.10609176. No abstract available.
PubMed 15673042Costa, P. T., & McCrae, R. R. (1992). Revised neo personality inventory and Neo Five-Factor Inventory. Research Psychologists Press.
Gardner B, Abraham C, Lally P, de Bruijn GJ. Towards parsimony in habit measurement: testing the convergent and predictive validity of an automaticity subscale of the Self-Report Habit Index. Int J Behav Nutr Phys Act. 2012 Aug 30;9:102. doi: 10.1186/1479-5868-9-102.
PubMed 22935297Godin G, Shephard RJ. A simple method to assess exercise behavior in the community. Can J Appl Sport Sci. 1985 Sep;10(3):141-6.
PubMed 4053261Hardy, C. J., & Rejeski, W. J. (1989). Not what, but how one feels: The measurement of affect during exercise. Journal of Sport & Exercise Psychology, 11, 304-317.
IPAQ. (2004). International physical activity prevalence study environmental survey module. Retrieved August 10 from http://www-rohan.sdsu.edu/faculty/sallis/IPAQIPS.pdf
Lithopoulos A, Zhang CQ, Williams DM, Rhodes RE. Development and Validation of a Two-component Perceived Control Measure. Ann Behav Med. 2023 Feb 4;57(2):175-184. doi: 10.1093/abm/kaac033.
PubMed 35849341Rhodes RE, Courneya KS. Investigating multiple components of attitude, subjective norm, and perceived control: an examination of the theory of planned behaviour in the exercise domain. Br J Soc Psychol. 2003 Mar;42(Pt 1):129-46. doi: 10.1348/014466603763276162.
PubMed 12713760Rhodes, R. E., & Courneya, K. S. (2004). Differentiating motivation and control in the Theory of Planned Behavior. Psychology, Health, and Medicine, 9(2), 205-215. https://doi.org/10.1080/13548500410001670726
Rhodes RE, Lithopoulos A. The Physical Activity Regulation Scale: Development and validity testing. Health Psychol. 2023 Jun;42(6):378-387. doi: 10.1037/hea0001283.
PubMed 37227880Ryan RM, Frederick C. On energy, personality, and health: subjective vitality as a dynamic reflection of well-being. J Pers. 1997 Sep;65(3):529-65. doi: 10.1111/j.1467-6494.1997.tb00326.x.
PubMed 9327588Spinella M. Self-rated executive function: development of the executive function index. Int J Neurosci. 2005 May;115(5):649-67. doi: 10.1080/00207450590524304.
PubMed 15823930Svebak, S., & Murgatroyd, S. (1985). Metamotivational dominance: A multimethod validation of reversal theory constructs. Journal of Personality and Social Psychology, 48(1), 107-116.
Study at a glance
From the registry record, last updated by the sponsor on 11 Aug 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Examining the Effects of Virtual Reality Exercise on Mental Health Outcomes: A Randomized Controlled Trial
- ClinicalTrials.gov ID
- NCT06367439
- Acronym / sponsor ID
- UVIC VR Fit / FN-10984
- Conditions
- Mental Health, Mood, Well-Being, Psychological, Physical Activity
- Keywords
- Virtual reality, Exergaming, Physical activity, Exercise
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 154 participants (actual)
- Lead sponsor
- University of VictoriaUniversity, hospital or other
- Collaborators
- Meta Platforms, Inc.
- Study start
- 19 Mar 2024 (actual)
- Primary completion
- 2 Jun 2025 (actual)
- Study completion
- 11 Jul 2025 (actual)
- First posted
- 16 Apr 2024 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
The primary purpose of this investigation is to examine the efficacy of virtual reality (VR) exercise (Supernatural exergaming via Meta Platforms Technologies, LLC) for improving well-being (i.e., vitality) over a 10-week period. The secondary purpose is to examine the efficacy of VR exercise for improving depression mood symptoms, anxiety mood symptoms, and perceived cognitive functioning over a 10-week period, as well as short-term mood (post-exercise) and affective experiences during exercise. The tertiarty purpose of this study is to examine the efficacy of VR exercise for improving both physical activity behaviour and physical activity motivation (attitudes, capability, opportunity, intentions, behavioural regulation, habit, identity) over a 10-week period. Another tertiary purpose is to examine whether key motivational variables (e.g., attitudes, capability, opportunity, intentions, behavioural regulation, habit, identity) regarding Supernatural use explain variability in Supernatural use over time.
Study design
- Primary purpose
- Basic science
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (investigator)
- Number of arms
- 2
- Model description
- The study will utilize a 10-week, two-arm, single-blinded, waitlist control, randomized controlled trial (RCT). Healthy adults (19-64 years) from the Victoria community participating in less than 75 minutes of vigorous physical activity per week will be randomized to either the Supernatural (SN) condition or the wait-list control (WLC) condition for a 10-week period.
| Arm | Type | Receives |
|---|---|---|
| Virtual Reality Exercise Condition | Experimental | Behavioral: Virtual reality exercise conditionParticipants will complete a virtual reality (VR) exercise tutorial (Supernatural gameplay) and a Supernatural affect measurement workout (Flow or Boxing) in the Behavioural Medicine Lab (UVic). The tutorial will include watching Supernatural YouTube instructional videos, then completing a Supernatural training (~5-6 min), a 'getting started' low intensity Supernatural workout (~3 min), a low intensity Supernatural workout (~3 min), and a medium intensity Supernatural workout (~3 min). Participants will then complete the affect measurement medium intensity Supernatural workout (18-20 min). Participants will be provided a Virtual Reality headset (i.e., Meta Quest 3 headset) equipped with a Supernatural account for 10 weeks and will be instructed to participate in 75 minutes of medium intensity Supernatural physical activity per week which is equivalent to 75 minutes of vigorous physical activity (in line with the Canadian physical activity guidelines). |
| Waitlist Control Condition | No intervention | –Participants will complete a control treadmill walk/run exercise session in the Behavioural Medicine Lab (30 min) that emulates the lab-based Supernatural exercise session (intervention condition). The treadmill run/walk will be the comparison condition for examining the effects of Supernatural exercise on mood and affect. First, participants will complete a 10 min treadmill orientation where they will walk for 3 min at 3 mph, walk for 3 min at 3.5 mph, walk/jog for 3 min at 4 mph, and walk for 1 min at 3 mph. Participants will then complete a 19.5-20 min treadmill walk/jog where they will complete a 1 min warmup at 3 mph, walk/jog for 17.5 min at 4 mph. Participants will then be asked to continue as they are for 10 weeks and will have the opportunity to bring home the Meta Quest 3 headset equipped with Supernatural for 10 weeks post-study. |
Who may qualify
- Ages
- 19 to 64 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (7 listed)
- Age 19-64
- Living in the Greater Victoria area
- Have a stable Wi-Fi connection at home
- Experience no health constraints that limit moderate-to-vigorous physical activity participation as identified by the Physical Activity Readiness Questionnaire (PARQ+).
- Currently participating in less than 75 minutes of vigorous physical activity per week (as per Canadian physical activity guidelines)
Key exclusion criteria (2 listed)
- If participant is flagged by the PARQ+ and is not cleared to participate in physical activity by their physician they are ineligible to participate
- Does not meet any of the above inclusion criteria
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Virtual reality exercise conditionAlso: Baseline virtual reality exercise and measurement workoutParticipants will complete a virtual reality exercise (i.e., Supernatural) tutorial (YouTube instruction and in-headset gameplay instruction/practice) and will complete a 18-20 minute affect measurement medium intensity virtual reality exercise (i.e., Supernatural) session in the Behavioural Medicine Lab (UVic). | Behavioural | Virtual Reality Exercise Condition |
| Virtual reality exercise conditionAlso: 10 week virtual reality exercise programParticipants will be provided a virtual reality headset (Meta Quest 3 Headset) and subscription to a virtual reality exercise game (i.e., Supernatural) for 10 weeks. Participants will be instructed to participate in 75 minutes of medium intensity Supernatural physical activity (equivalent to 75 minutes of vigorous physical activity) per week in their own home. | Behavioural | Virtual Reality Exercise Condition |
Primary outcome
Well-being: subjective vitality
Time frame: Baseline, week 5, week 10
Subjective vitality will be assessed using a six-item subjective vitality scale. Participants will respond to the six subjective vitality items on a seven point Likert-type scale anchored by 1 (not at all true) to 7 (very true). The six items will be mean scored (potential range 1-7), with higher scores reflecting higher subjective vitality and a more positive outcome.
5 secondary outcomes
Depression and anxiety mood symptoms
Time frame: Baseline, week 5, week 10
Perceived cognitive function
Time frame: Baseline, week 5, week 10
Short-term Mood
Time frame: Pre (baseline) and post in-lab physical activity; through lab completion (2 hours).
Core Affect Measure - Feeling Scale
Time frame: Baseline (pre exercise session), at ~3.5 minute intervals during exercise (post song), and at 1.5 and 3 minutes post exercise). 8 measurements total
Core Affect Measure - Felt Arousal Scale
Time frame: Baseline (pre exercise session), ~ at 3.5 minute intervals during exercise (post song), and at 1.5 and 3 minutes post exercise). 8 measurements total
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 11 Aug 2025.
- BackgroundBorg, G. (1998). Borg's perceived exertion and pain scales. Human Kinetics.
- BackgroundCourneya, K. S. (1994). Predicting repeated behavior from intention: The issue of scale correspondence. Journal of Applied Social Psychology, 24(7), 580-594. https://doi.org/10.1111/j.1559-1816.1994.tb00601.x
- Background: PubMed 15673042Courneya KS, Jones LW, Rhodes RE, Blanchard CM. Effects of different combinations of intensity categories on self-reported exercise. Res Q Exerc Sport. 2004 Dec;75(4):429-33. doi: 10.1080/02701367.2004.10609176. No abstract available.
- BackgroundCosta, P. T., & McCrae, R. R. (1992). Revised neo personality inventory and Neo Five-Factor Inventory. Research Psychologists Press.
- Background: PubMed 22935297Gardner B, Abraham C, Lally P, de Bruijn GJ. Towards parsimony in habit measurement: testing the convergent and predictive validity of an automaticity subscale of the Self-Report Habit Index. Int J Behav Nutr Phys Act. 2012 Aug 30;9:102. doi: 10.1186/1479-5868-9-102.
- Background: PubMed 4053261Godin G, Shephard RJ. A simple method to assess exercise behavior in the community. Can J Appl Sport Sci. 1985 Sep;10(3):141-6.
- BackgroundHardy, C. J., & Rejeski, W. J. (1989). Not what, but how one feels: The measurement of affect during exercise. Journal of Sport & Exercise Psychology, 11, 304-317.
- BackgroundIPAQ. (2004). International physical activity prevalence study environmental survey module. Retrieved August 10 from http://www-rohan.sdsu.edu/faculty/sallis/IPAQIPS.pdf
- Background: PubMed 35849341Lithopoulos A, Zhang CQ, Williams DM, Rhodes RE. Development and Validation of a Two-component Perceived Control Measure. Ann Behav Med. 2023 Feb 4;57(2):175-184. doi: 10.1093/abm/kaac033.
- Background: PubMed 12713760Rhodes RE, Courneya KS. Investigating multiple components of attitude, subjective norm, and perceived control: an examination of the theory of planned behaviour in the exercise domain. Br J Soc Psychol. 2003 Mar;42(Pt 1):129-46. doi: 10.1348/014466603763276162.
- BackgroundRhodes, R. E., & Courneya, K. S. (2004). Differentiating motivation and control in the Theory of Planned Behavior. Psychology, Health, and Medicine, 9(2), 205-215. https://doi.org/10.1080/13548500410001670726
- Background: PubMed 37227880Rhodes RE, Lithopoulos A. The Physical Activity Regulation Scale: Development and validity testing. Health Psychol. 2023 Jun;42(6):378-387. doi: 10.1037/hea0001283.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Ryan Rhodes, PhD principal investigator
Lab Director and Professor
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Virtual reality exercise condition in people with Mental Health and Mood, run by University of Victoria at 1 site in Canada.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 7 inclusion and 2 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 11 Aug 2025. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Canada. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Well-being: subjective vitality (time frame: Baseline, week 5, week 10). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT06367439, which also lists 23 linked publications.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 11 Aug 2025.