Reaction Time and Immersive Virtual RealityNCT07655999
Effect of an Immersive Virtual Reality Physical Intervention Program on Reaction Time in Secondary School Students: A Pilot Study
A study testing Immersive Virtual Reality Eye-Hand Coordination Training and Usual Handball Training in people with Reaction Time and Immersive Virtual Reality, run by University of Vigo at 1 site in Spain.
Trial summary
The purpose of this pilot randomized controlled study is to evaluate the effects of an immersive virtual reality (IVR)-based physical intervention program on reaction time in secondary school students. Read more about this study
- Who is it for?
- Ages 12 to 15 years, men only
- Conditions the study is for
- Reaction Time and Immersive Virtual Reality
- What is being tested?
- Immersive Virtual Reality Eye-Hand Coordination Training and Usual Handball Training
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- Yes, some participants may receive a placebo
- How many people
- 24 participants
- Where
- 1 siteSpain
- Study dates
- 16 Jun 2026to 1 Jul 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 12 to 15 years
- Men only
- No healthy volunteers
- Child
Who may be able to join
- Being between 12 and 15 years of age
- Being a male handball player
- Having at least one year of handball experience
- Not participating in any other organized competitive sport.
Who cannot join
- -.The exclusion criteria included diagnosed neurological disorders, fear or intolerance of using virtual reality headsets, and diagnosed musculoskeletal disorders or injuries.
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
About this study
Official title: Analysis of the Effect of a Physical Intervention Program Developed in Immersive Virtual Reality Environments on Reaction Times in Compulsory Secondary Education Students: A Pilot Study
The purpose of this pilot randomized controlled study is to evaluate the effects of an immersive virtual reality (IVR)-based physical intervention program on reaction time in secondary school students. Participants will be randomly assigned to either an experimental group, which will complete an immersive virtual reality training program using the Rezzil Player platform, or a control group that will continue their usual activities without virtual reality exposure.
The intervention will be conducted over eight weeks and will include progressive reaction-based tasks performed in immersive virtual reality environments. Outcomes will be assessed before and after the intervention through visual and auditory reaction time tests and the Symbol Digit Modalities Test (SDMT), a validated measure of cognitive processing speed and attention. The study aims to determine whether immersive virtual reality training can improve reaction performance and cognitive processing in adolescents and provide preliminary evidence regarding its feasibility and effectiveness as an educational and physical training tool.
Read the detailed description
Reaction time is a key component of motor performance and is closely associated with perceptual, cognitive, and decision-making processes. The ability to rapidly detect, process, and respond to external stimuli is particularly important during adolescence, a developmental stage characterized by significant cognitive and motor maturation. Emerging evidence suggests that immersive virtual reality (IVR) may provide an effective environment for training perceptual-motor skills due to its capacity to simulate dynamic and interactive scenarios while maintaining high levels of engagement and motivation.
Despite the increasing use of virtual reality in sport and physical activity settings, evidence regarding its effects on reaction time in adolescents remains limited. Therefore, this pilot study seeks to evaluate the effectiveness of an immersive virtual reality-based intervention program in improving reaction times among secondary school students.
The study will employ a randomized controlled design. Participants will be secondary school students aged between 12 and 16 years. Following baseline assessments, participants will be randomly allocated to either an experimental group or a control group. The experimental group will complete an 8-week intervention consisting of immersive virtual reality sessions using the Rezzil Player application. Training tasks will require participants to identify and respond as quickly as possible to visual stimuli presented in virtual environments of increasing complexity and spatial demands. The control group will not participate in any virtual reality-related activity during the intervention period.
Outcome measures will be collected before and after the intervention. Primary outcomes will include visual reaction time, auditory reaction time, and cognitive processing speed assessed through the Symbol Digit Modalities Test (SDMT). Secondary outcomes may include performance indicators related to physical and sport-specific activities. Safety and participant experience during the intervention will be monitored through validated questionnaires assessing simulator sickness symptoms and user experience.
The primary hypothesis is that participation in the immersive virtual reality intervention will improve reaction time performance and cognitive processing speed compared with the control condition. This pilot study will provide preliminary evidence regarding the feasibility, safety, and potential effectiveness of immersive virtual reality interventions for enhancing perceptual-motor performance in adolescents.
- Being tested
- Immersive Virtual Reality Eye-Hand Coordination Training, Usual Handball Training
- Keywords
- Immersive Virtual Reality, Physical Exercise, Symbol Digit Modalities Test (SDMT), Visual Reaction Time, Auditory Reaction Time
- Medical subject headings
- Motor Activity
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Immersive Virtual Reality Eye-Hand Coordination TrainingBehavioural
The intervention consisted of a structured eye-hand coordination training program delivered through immersive virtual reality using the Rezzil Player: MicroWall exergame and a Meta Quest 2 head-mounted display with handheld controllers. Participants completed one familiarization session followed by 13 training sessions over 8 weeks (two sessions per week). During each session, participants were required to identify and touch randomly appearing red visual targets as quickly as possible using the controllers. Training difficulty was progressively increased by modifying the spatial configuration of the virtual panels (3×3, 60°, 180°, and 360°). Each training trial lasted 1 minute, and performance was quantified according to the number of targets successfully reached and response speed.
Usual Handball TrainingBehavioural
Participants continued their standard handball training routines under the supervision of their coaches according to normal club practice. No specific experimental intervention, placebo treatment, or virtual reality-based training was administered during the study period.
| Study group | Role | What they receive |
|---|---|---|
| Immersive Virtual Reality Eye-Hand Coordination Training | Experimental | Participants assigned to the experimental arm received an immersive virtual reality (IVR)-based eye-hand coordination training program in addition to their regular handball training. The program was delivered over an 8-week period and was designed to improve visuomotor performance, reaction time, cognitive processing, and tactical effectiveness. Participants continued their usual club-based handball training throughout the study. Receives: Behavioral: Immersive Virtual Reality Eye-Hand Coordination Training |
| Usual Handball Training | Placebo comparator | Participants assigned to the control arm continued their regular handball training activities prescribed by their clubs throughout the 8-week study period. No immersive virtual reality exposure or additional eye-hand coordination training was provided. Receives: Behavioral: Usual Handball Training |
What is being measured
The primary outcome is the main question the study is designed to answer.
Visual Reaction Time
Visual Reaction Time (milliseconds) Visual reaction time was assessed using the Fast Reflex smartphone application. Participants were instructed to touch the screen as quickly as possible when it changed color from red to green. Response times were automatically recorded by the application and expressed in milliseconds. Three familiarization trials were completed before testing, and the subsequent three trials were recorded for analysis.
Measured: 8 weeks
Auditory Reaction Time
Auditory Reaction Time (milliseconds) Auditory reaction time was assessed using the Fast Reflex smartphone application. Participants were instructed to touch the screen as quickly as possible upon hearing an auditory signal emitted by the device. Response times were automatically recorded in milliseconds. Following three familiarization trials, the next three trials were recorded and used for analysis.
Measured: 8 weeks
Cognitive Processing Speed
Cognitive Processing Speed (SDMT score) Cognitive processing speed was assessed using the Symbol Digit Modalities Test (SDMT). Participants were required to match a series of symbols with their corresponding numbers as quickly and accurately as possible according to a predefined key. The outcome measure was the total number of correct responses completed within 90 seconds. The number of errors committed during task performance was also recorded.
Measured: 8 weeks
Tactical Effectiveness Index
Tactical Effectiveness Index (TEI; 0-100 points) Tactical effectiveness was assessed using a composite Tactical Effectiveness Index (TEI) derived from official competition statistics. The index incorporated positive performance indicators (goals scored, shooting percentage, 7-m throws earned, ball recoveries, defensive blocks, saves, and save percentage) and negative performance indicators (7-m throws conceded, turnovers, 2-min suspensions, and disciplinary sanctions). All variables were standardized using z-scores. For negative indicators, z-scores were multiplied by -1 so that higher values consistently reflected greater tactical effectiveness. Standardized scores were summed to obtain a raw score and subsequently transformed to a 0-100 scale using min-max normalization. Higher scores indicate greater tactical effectiveness.
Measured: 8 weeks
Secondary outcomes (2)
Simulator Sickness Questionnaire
Simulator Sickness Questionnaire (SSQ score) The safety and tolerability of the immersive virtual reality intervention were evaluated using the Simulator Sickness Questionnaire (SSQ). The questionnaire assesses symptoms associated with cybersickness, with higher scores indicating greater symptom severity.
Measured: 8 weeks
Game Experience Questionnaire - Post-Game Module
Game Experience Questionnaire - Post-Game Module (GEQ score 0-100) Participants' subjective experience with the virtual reality system was evaluated using the Game Experience Questionnaire - Post-Game Module (GEQ). This instrument assesses dimensions related to the user experience following interaction with the virtual reality environment.
Measured: 8 weeks
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted18 Jun 2026
- Study start16 Jun 2026 (estimated)
- Primary completion30 Jun 2026 (estimated)
- Study completion1 Jul 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Reaction Time and Immersive Virtual RealityStudies 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
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Quadruple blind
- Who is masked
- Participant, Care provider, Investigator, Outcomes assessor
- Enrolment
- 24 participants (estimated)
Sponsor and investigators
- Lead sponsor
- University of Vigo
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, José M. Cancela, University of Vigo
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07655999
- Sponsor's protocol ID
- CP-220126-14
- Status last verified
- Jun 2026
- First submitted
- 9 Jun 2026
- Last updated
- 18 Jun 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Study at a glance
From the registry record, last updated by the sponsor on 18 Jun 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Analysis of the Effect of a Physical Intervention Program Developed in Immersive Virtual Reality Environments on Reaction Times in Compulsory Secondary Education Students: A Pilot Study
- ClinicalTrials.gov ID
- NCT07655999
- Acronym / sponsor ID
- CP-220126-14
- Keywords
- Immersive Virtual Reality, Physical Exercise, Symbol Digit Modalities Test (SDMT), Visual Reaction Time, Auditory Reaction Time
- Study type
- Interventional
- Recruitment status
- Enrolling by invitation
- Enrolment
- 24 participants (estimated)
- Lead sponsor
- University of VigoUniversity, hospital or other
- Study start
- 16 Jun 2026 (estimated)
- Primary completion
- 30 Jun 2026 (estimated)
- Study completion
- 1 Jul 2026 (estimated)
- First posted
- 18 Jun 2026 (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 purpose of this pilot randomized controlled study is to evaluate the effects of an immersive virtual reality (IVR)-based physical intervention program on reaction time in secondary school students. Participants will be randomly assigned to either an experimental group, which will complete an immersive virtual reality training program using the Rezzil Player platform, or a control group that will continue their usual activities without virtual reality exposure.
The intervention will be conducted over eight weeks and will include progressive reaction-based tasks performed in immersive virtual reality environments. Outcomes will be assessed before and after the intervention through visual and auditory reaction time tests and the Symbol Digit Modalities Test (SDMT), a validated measure of cognitive processing speed and attention. The study aims to determine whether immersive virtual reality training can improve reaction performance and cognitive processing in adolescents and provide preliminary evidence regarding its feasibility and effectiveness as an educational and physical training tool.
Detailed description
Reaction time is a key component of motor performance and is closely associated with perceptual, cognitive, and decision-making processes. The ability to rapidly detect, process, and respond to external stimuli is particularly important during adolescence, a developmental stage characterized by significant cognitive and motor maturation. Emerging evidence suggests that immersive virtual reality (IVR) may provide an effective environment for training perceptual-motor skills due to its capacity to simulate dynamic and interactive scenarios while maintaining high levels of engagement and motivation.
Despite the increasing use of virtual reality in sport and physical activity settings, evidence regarding its effects on reaction time in adolescents remains limited. Therefore, this pilot study seeks to evaluate the effectiveness of an immersive virtual reality-based intervention program in improving reaction times among secondary school students.
The study will employ a randomized controlled design. Participants will be secondary school students aged between 12 and 16 years. Following baseline assessments, participants will be randomly allocated to either an experimental group or a control group. The experimental group will complete an 8-week intervention consisting of immersive virtual reality sessions using the Rezzil Player application. Training tasks will require participants to identify and respond as quickly as possible to visual stimuli presented in virtual environments of increasing complexity and spatial demands. The control group will not participate in any virtual reality-related activity during the intervention period.
Outcome measures will be collected before and after the intervention. Primary outcomes will include visual reaction time, auditory reaction time, and cognitive processing speed assessed through the Symbol Digit Modalities Test (SDMT). Secondary outcomes may include performance indicators related to physical and sport-specific activities. Safety and participant experience during the intervention will be monitored through validated questionnaires assessing simulator sickness symptoms and user experience.
The primary hypothesis is that participation in the immersive virtual reality intervention will improve reaction time performance and cognitive processing speed compared with the control condition. This pilot study will provide preliminary evidence regarding the feasibility, safety, and potential effectiveness of immersive virtual reality interventions for enhancing perceptual-motor performance in adolescents.
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Quadruple blind (participant, care provider, investigator, outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Immersive Virtual Reality Eye-Hand Coordination Training | Experimental | Behavioral: Immersive Virtual Reality Eye-Hand Coordination TrainingParticipants assigned to the experimental arm received an immersive virtual reality (IVR)-based eye-hand coordination training program in addition to their regular handball training. The program was delivered over an 8-week period and was designed to improve visuomotor performance, reaction time, cognitive processing, and tactical effectiveness. Participants continued their usual club-based handball training throughout the study. |
| Usual Handball Training | Placebo comparator | Behavioral: Usual Handball TrainingParticipants assigned to the control arm continued their regular handball training activities prescribed by their clubs throughout the 8-week study period. No immersive virtual reality exposure or additional eye-hand coordination training was provided. |
Who may qualify
- Ages
- 12 to 15 years
- Sex
- Male only
- Healthy volunteers
- Not accepted
- Age groups
- Child
Key inclusion criteria (4 listed)
- Being between 12 and 15 years of age
- Being a male handball player
- Having at least one year of handball experience
- Not participating in any other organized competitive sport.
Key exclusion criteria (1 listed)
- -.The exclusion criteria included diagnosed neurological disorders, fear or intolerance of using virtual reality headsets, and diagnosed musculoskeletal disorders or injuries.
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 |
|---|---|---|
| Immersive Virtual Reality Eye-Hand Coordination TrainingThe intervention consisted of a structured eye-hand coordination training program delivered through immersive virtual reality using the Rezzil Player: MicroWall exergame and a Meta Quest 2 head-mounted display with handheld controllers. Participants completed one familiarization session followed by 13 training sessions over 8 weeks (two sessions per week). During each session, participants were required to identify and touch randomly appearing red visual targets as quickly as possible using the controllers. Training difficulty was progressively increased by modifying the spatial configuration of the virtual panels (3×3, 60°, 180°, and 360°). Each training trial lasted 1 minute, and performance was quantified according to the number of targets successfully reached and response speed. | Behavioural | Immersive Virtual Reality Eye-Hand Coordination Training |
| Usual Handball TrainingParticipants continued their standard handball training routines under the supervision of their coaches according to normal club practice. No specific experimental intervention, placebo treatment, or virtual reality-based training was administered during the study period. | Behavioural | Usual Handball Training |
Primary outcome
Visual Reaction Time
Time frame: 8 weeks
Visual Reaction Time (milliseconds) Visual reaction time was assessed using the Fast Reflex smartphone application. Participants were instructed to touch the screen as quickly as possible when it changed color from red to green. Response times were automatically recorded by the application and expressed in milliseconds. Three familiarization trials were completed before testing, and the subsequent three trials were recorded for analysis.
Auditory Reaction Time
Time frame: 8 weeks
Auditory Reaction Time (milliseconds) Auditory reaction time was assessed using the Fast Reflex smartphone application. Participants were instructed to touch the screen as quickly as possible upon hearing an auditory signal emitted by the device. Response times were automatically recorded in milliseconds. Following three familiarization trials, the next three trials were recorded and used for analysis.
Cognitive Processing Speed
Time frame: 8 weeks
Cognitive Processing Speed (SDMT score) Cognitive processing speed was assessed using the Symbol Digit Modalities Test (SDMT). Participants were required to match a series of symbols with their corresponding numbers as quickly and accurately as possible according to a predefined key. The outcome measure was the total number of correct responses completed within 90 seconds. The number of errors committed during task performance was also recorded.
Tactical Effectiveness Index
Time frame: 8 weeks
Tactical Effectiveness Index (TEI; 0-100 points) Tactical effectiveness was assessed using a composite Tactical Effectiveness Index (TEI) derived from official competition statistics. The index incorporated positive performance indicators (goals scored, shooting percentage, 7-m throws earned, ball recoveries, defensive blocks, saves, and save percentage) and negative performance indicators (7-m throws conceded, turnovers, 2-min suspensions, and disciplinary sanctions). All variables were standardized using z-scores. For negative indicators, z-scores were multiplied by -1 so that higher values consistently reflected greater tactical effectiveness. Standardized scores were summed to obtain a raw score and subsequently transformed to a 0-100 scale using min-max normalization. Higher scores indicate greater tactical effectiveness.
2 secondary outcomes
Simulator Sickness Questionnaire
Time frame: 8 weeks
Game Experience Questionnaire - Post-Game Module
Time frame: 8 weeks
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 18 Jun 2026.
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.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Immersive Virtual Reality Eye-Hand Coordination Training and Usual Handball Training in people with Reaction Time and Immersive Virtual Reality, run by University of Vigo at 1 site in Spain.
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 4 inclusion and 1 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: enrolling by invitation, as of the sponsor's last update on 18 Jun 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 Spain. 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. Some participants in this study may receive a placebo. 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?
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?
Visual Reaction Time (time frame: 8 weeks). The study lists 4 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 18 Jun 2026.