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AutismAttend-VRNCT07341204

How Virtual Reality Can Help Neurodivergent Children Improve Their Attention

A study testing Virtual Reality in people with Autism and Autism Disorder, run by New York Institute of Technology at 1 site in United States.

Not yet recruiting

Opening soon. The study is approved but enrolment has not started yet. Sites may already take enquiries.

Sites and contacts
Official record
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Trial summary

The goal of this study is to determine whether playing a virtual reality (VR) game can help neurodivergent children pay attention for extended periods. The study includes children ages 9 to 18 who have autism, ADHD, learning differences, or movement coordination challenges. The program lasts for 6 weeks. Read more about this study

Who is it for?
Ages 9 to 18 yearsHealthy volunteers can take part
What is being tested?
Virtual Reality
Could I receive a placebo?
No, everyone receives an active treatment
How many people
40 participants
Where
1 siteUnited States
Study dates
2 Feb 2026to 6 Apr 2026
Phase
Interventional
Are there results?
Not yet: the study is under way

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 9 to 18 years
  • All sexes
  • Healthy volunteers accepted
  • Child, Adult

Who may be able to join

  • Clinical diagnosis of ASD, ADHD, SLD, or DCD confirmed by a licensed clinician or documented in medical/educational records (DSM-5 or equivalent).
  • Parent/guardian consent and participant assent (age-appropriate).
  • Ability to follow simple verbal instructions and to participate in 25-minute VR sessions twice weekly for 6 weeks.
  • Stable medication regimen for attention- or behavior-related medications for ≥4 weeks prior to baseline (or not taking such medications).
  • Visual and auditory ability adequate for VR tasks (with or without usual corrective lenses/hearing aids).
  • Availability to attend all scheduled sessions at the clinical site across the 6-week period.

Who cannot join

  • History of photosensitive epilepsy or any uncontrolled seizure disorder.
  • Severe intellectual disability or severe communication impairment that prevents understanding/participation (e.g., non-responsive to simple commands required by the VR tasks).
  • Severe visual, auditory, or motor impairment that prevents safe or functional use of the VR system (e.g., inability to hold controllers or view the headset even with correction).
  • Recent (within 6 months) significant brain injury or neurosurgery. Significant history of motion sickness, severe vestibular disorder, or prior intolerance to immersive VR.
  • Any medical or implanted device contraindicated for VR/headset use (if applicable).

Trial locations and contacts

1 site in 1 country. Contact the study team or a site near you to ask about taking part.

Alexander Lopez, JD, OT/L contact

16312525776

alopez@nyit.edu

United States1 site
  • Inclusive Sports and Fitness, Inc.

    Old Westbury, New York, 11568-8000

    Alexander Lopez, 6312525776, alopez@nyit.edu

Other trials in United States

About this study

Official title: Improvement of Sustained Attention Through Immersive Virtual Reality in Neurodivergent Children

The goal of this study is to determine whether playing a virtual reality (VR) game can help neurodivergent children pay attention for extended periods. The study includes children ages 9 to 18 who have autism, ADHD, learning differences, or movement coordination challenges. The program lasts for 6 weeks. During this period, children will play a VR game twice per week, with each session lasting 25 minutes.

Read the detailed description

The purpose of this quasi-experimental study is to investigate the impact of an immersive virtual reality (VR) game intervention on sustained attention in neurodivergent children aged 9 to 18 years. This project aligns with previous study dosages designed as a 6-week program targeting children diagnosed with autism spectrum disorder (ASD), attention-deficit/hyperactivity disorder (ADHD), specific learning disorder (SLD), or developmental coordination disorder (DCD) (neurodivergent disorders). Participants will be recruited through convenience sampling in the local community and will participate in two 25-minute VR sessions per week for 6 weeks.

This study examines the effectiveness of a VR-based attention-training program by comparing pre- and post-intervention data using the Test of Variables of Attention (TOVA) and the Right Eye assessment. Repeated-measures ANOVA will be used to evaluate changes in sustained attention, including omission rates and response times. The findings will provide insight into how immersive VR games can enhance attention and engagement in daily activities among neurodivergent children, thereby facilitating the integration of technology-based interventions into therapeutic practice.

Being tested
Virtual Reality
Keywords
attention, impulsivity, distractability, focus, VR, Immersive Virtual Reality
Medical subject headings
Autistic Disorder, Attention Deficit Disorder with Hyperactivity, Impulsive Behavior

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Virtual RealityBehavioural

    Participants will engage in an immersive virtual reality (VR) game intervention designed to improve visual attention skills. The intervention employs a VR game called Electrical Maze, which requires players to maintain sustained visual attention and respond to game challenges that develop focus and inhibitory control.

    Each participant will complete scheduled VR gaming sessions that target attentional skill development. During the sessions, children interact with the Electrical Maze game, which presents visual tasks that require them to identify and respond to specific visual cues while inhibiting responses to non-target stimuli.

Study groups in NCT07341204
Study groupRoleWhat they receive
Does participation in a 6-week VR-based program improve attentional skills in neurodiverse children?ExperimentalThe research design comprises a nonequivalent quasi-experimental, multi-group pre- and post-test design (neurodivergent and neurotypical). The pre-test and post-test will consist of the Test of Variables of Attention (TOVA) and the RightEye assessment. These measures will be administered at the clinical site (ISF). The intervention consists of two 25-minute VR sessions per week for 6 weeks.
Receives: Behavioral: Virtual Reality

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. RightEye Assessment:

    The RightEye system uses an infrared camera-based sensor bar attached to a monitor to objectively measure and analyze eye movements in real-time. It quantifies changes in attention-related oculomotor functions, including saccadic accuracy, smooth pursuit, reaction time, distractibility, and sustained attention. These metrics provide objective biomarkers for inattention and impulsivity, supporting occupational therapy goals of enhancing visual-motor integration, executive function, and participation in daily activities like reading or classroom engagement.

    Measured: Individual tests: 60 seconds (e.g., saccades) to 4-5 minutes (e.g., reaction time or pursuit tasks). Total session: 15-20 minutes, including 1-2 minutes for 9-point calibration and setup.

  2. Test of Variables of Attention (TOVA)

    The TOVA objectively measures sustained attention and inhibitory control via responses to visual stimuli (targets vs. non-targets). In this study, the visual TOVA will assess pre- and post-VR changes in attention in children with neurodevelopmental conditions, targeting omission errors, commission errors, response time, and response time variability.

    Measured: Standard visual test: 21.6 minutes (4 quarters of 5.4 minutes). Full session: 30-45 minutes (setup/review); short form for younger children (10.8 minutes; used for ages 9+).

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted14 Jan 2026
  2. Study start2 Feb 2026 (estimated)
  3. Primary completion27 Mar 2026 (estimated)
  4. Study completion6 Apr 2026 (estimated)

Resources

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
Treatment
Allocation
Non-randomised
Intervention model
Single group
Model description
The purpose of this study is to determine the impact of the VR game (Electrical Maze) on sustained attention outcomes in children with Neurodivergent conditions (ASD, ADHD, SLD, and DCD). The usage of an active intervention classifies this study as an interventional design.
Masking
None (open label)
Enrolment
40 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07341204
Sponsor's protocol ID
NYIT IRB-2026-367
Acronym
Attend-VR
Status last verified
Jan 2026
First submitted
6 Jan 2026
Last updated
14 Jan 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Questions about this trial

What is this clinical trial studying?

A study testing Virtual Reality in people with Autism and Autism Disorder, run by New York Institute of Technology at 1 site in United States.

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 6 inclusion and 5 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: opening soon, as of the sponsor's last update on 14 Jan 2026. 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 United States. 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?

This study is still under way. Results are not available in the source record yet.

How can a doctor refer a patient or contact the research team?

Contact Alexander Lopez, JD, OT/L (16312525776, alopez@nyit.edu), or a site near the patient. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

RightEye Assessment: (time frame: Individual tests: 60 seconds (e.g., saccades) to 4-5 minutes (e.g., reaction time or pursuit tasks). Total session: 15-20 minutes, including 1-2 minutes for 9-point calibration and setup.). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
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 14 Jan 2026.

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