Healthy Young AdultsNCT07709065
Acute Effect of Immersive VR Technology on Postural Control and Reaction Time in Young Adults
A study testing Virtual reality gamified motor coordination task in people with Healthy Young Adults, run by University of Rzeszow at 1 site in Poland.
Trial summary
This study investigates the acute effects of short-term immersive virtual reality (VR) exposure on sensory organization and reaction time in young adults aged 18-25 years. It is designed as a randomized controlled trial. Read more about this study
- Who is it for?
- Ages 18 to 25 yearsHealthy volunteers can take part
- Conditions the study is for
- Healthy Young Adults
- What is being tested?
- Virtual reality gamified motor coordination task
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 81 participants
- Where
- 1 sitePoland
- Study dates
- 22 Jan 2026to 31 Mar 2026
- 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 18 to 25 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- written informed consent and complete questionnaire completion;
- age between 18 and 25 years;
- ability to maintain upright standing posture;
- non-professional athletic status;
- no neurological or psychiatric disorders;
- regular use of a phone or computer for at least 1 hour per day;
- no medication affecting the nervous system.
Who cannot join
- age <18 or >25 years;
- pregnancy;
- disability;
- metal implants;
- epilepsy;
- lack of informed consent;
Show all 16Show fewer
- frequent migraines;
- balance disorders;
- surgery or injury within the previous 6 months;
- uncorrected visual impairment;
- skin conditions or allergies preventing device use;
- acute illness on the day of testing;
- shift work causing circadian rhythm disruption;
- prior regular use of VR technology;
- claustrophobia or anxiety related to enclosed spaces or simulated movement; and
- intensive physical activity within 24 hours prior to testing.
Trial locations and contacts
1 site in 1 country.
About this study
Official title: Acute Effect of Immersive VR Technology on Postural Control and Reaction Time in Young Adults: a Randomized Controlled Trial
This study investigates the acute effects of short-term immersive virtual reality (VR) exposure on sensory organization and reaction time in young adults aged 18-25 years. It is designed as a randomized controlled trial.
Participants are eligible if they provide written informed consent, complete all study questionnaires, are aged 18-25 years, are able to maintain an upright standing posture, have non-professional athletic status, have no neurological or psychiatric disorders, use a phone or computer for at least 1 hour per day, and do not take medication affecting the nervous system. Exclusion criteria include age outside the 18-25 range, pregnancy, disability, metal implants, epilepsy, inability to provide consent, frequent migraines, balance disorders, recent surgery or injury (within 6 months), uncorrected visual impairment, skin conditions or allergies preventing device use, acute illness on the day of testing, shift work causing circadian rhythm disruption, prior regular VR use, claustrophobia or anxiety related to enclosed spaces or simulated movement, and intensive physical activity within 24 hours before testing.
Read more
Eligible participants are randomly allocated in a 1:1 ratio using sequentially numbered, sealed, opaque envelopes to either a VR intervention group or a control group.
All participants are assessed at baseline and after a 20-minute interval. In the VR group, post-assessment is performed immediately after VR exposure, while in the control group it follows a matched resting period. All measurements are conducted by a single trained examiner at a similar time of day using a standardized protocol. Anthropometric measurements (height and body mass) are obtained barefoot using a medical scale (Charder MS4971, Taiwan), and body mass index (BMI) is calculated.
Postural control and reaction time are assessed using computerized dynamic posturography with the NeuroCom Balance Manager system. Two standardized protocols are used: the Sensory Organization Test (SOT) and the Limits of Stability (LOS). The SOT evaluates the integration of somatosensory, visual, and vestibular inputs for postural control across six sensory conditions involving variations in platform and visual stability. The LOS assesses voluntary control of the center of gravity toward visual targets without loss of balance, providing measures of movement accuracy and reaction time from movement initiation to target acquisition.
The primary outcome is the composite SOT score. Secondary outcomes include SOM, VIS, VEST, and PREF parameters derived from the SOT, as well as reaction time measured in the LOS protocol.
The experimental group undergoes a 20-minute VR intervention using the HTC VIVE Cosmos. The intervention consists of a gamified motor coordination task ("Adventure Climb") requiring continuous postural adjustments, rapid visuomotor responses, and whole-body movement coordination in a standing position. The task is designed to stimulate visual-motor integration and dynamic balance control. The control group remains at rest for the same duration and does not receive any active intervention, allowing isolation of the effects of VR exposure. Due to the nature of the intervention, blinding of participants, assessors, and intervention providers is not feasible.
After the intervention or rest period, all participants repeat the SOT and LOS assessments under identical conditions to evaluate the acute effects of VR exposure on postural control and reaction time.
Read the detailed description
This study evaluates the acute effects of short-term immersive virtual reality (VR) exposure on sensory organization and reaction time in young adults aged 18-25 years. It is designed as a randomized controlled trial.
Participants are eligible if they provide written informed consent and complete all study questionnaires, are aged between 18 and 25 years, are able to maintain an upright standing posture, have non-professional athletic status, have no diagnosed neurological or psychiatric disorders, use a phone or computer for at least 1 hour per day, and do not use medication affecting the nervous system. Exclusion criteria include age under 18 or over 25 years, pregnancy, disability, metal implants, epilepsy, inability to provide informed consent, frequent migraines, balance disorders, surgery or injury within the previous 6 months, uncorrected visual impairment, skin conditions or allergies preventing device use, acute illness on the day of testing, shift work causing circadian rhythm disruption, prior regular use of VR technology, claustrophobia or anxiety related to enclosed spaces or simulated movement, and intensive physical activity within 24 hours prior to testing.
Eligible participants are randomly allocated in a 1:1 ratio using sequentially numbered, sealed, opaque envelopes to either a VR intervention group or a control group.
All participants are assessed at baseline and again after a 20-minute interval. In the VR group, the post-assessment is conducted immediately after VR exposure, whereas in the control group it follows a matched resting period. All measurements are performed by a single trained examiner at a similar time of day using a standardized protocol. Anthropometric data, including height and body mass, are collected barefoot using a medical scale (Charder MS4971, Taiwan), and body mass index (BMI) is calculated.
Postural control and reaction time are evaluated using computerized dynamic posturography with the NeuroCom Balance Manager system, applying two standardized protocols: the Sensory Organization Test (SOT) and the Limits of Stability (LOS). The SOT assesses integration of somatosensory, visual, and vestibular inputs for postural control through six conditions (fixed or sway-referenced platform and vision), each repeated three times, conducted according to manufacturer guidelines with participants standing in a safety harness and standardized foot positioning aligned to the platform's axis of rotation. The LOS protocol evaluates voluntary control of the center of gravity toward visual targets without losing balance, providing measures of movement accuracy and reaction time from initiation of weight shift to target acquisition.
The primary outcome is the composite SOT score, while secondary outcomes include SOM, VIS, VEST, and PREF parameters derived from the SOT, as well as reaction time measured in the LOS protocol.
The experimental group completes a 20-minute VR-based intervention using the HTC VIVE Cosmos, consisting of a gamified motor coordination task ("Adventure Climb") that requires continuous postural adjustments, rapid visuomotor responses, and whole-body movement coordination in a standing position. The task is designed to stimulate visual-motor integration and dynamic balance control. The control group remains at rest for the same duration and does not receive any active intervention, allowing isolation of the effects of immersive VR exposure without additional sensory or motor stimulation. Due to the nature of the intervention, blinding of participants, assessors, and the intervention provider is not feasible.
After the intervention or rest period, all participants repeat the SOT and LOS assessments under identical conditions, enabling comparison of baseline and post-condition performance and evaluation of the acute effects of VR exposure on postural control and reaction time.
- Conditions
- Healthy Young Adults
- Being tested
- Virtual reality gamified motor coordination task
- Keywords
- virtual reality, postural control, sensory organization, balance, reaction time, serious gaming, gamification
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Virtual reality gamified motor coordination taskBehavioural
A 20-minute VR-based intervention using the HTC VIVE Cosmos as a gamified motor coordination task ("Adventure Climb") requiring continuous postural adjustments, rapid visuomotor responses, and whole-body movement coordination in a standing position. The task is designed to stimulate visual-motor integration and dynamic balance control
| Study group | Role | What they receive |
|---|---|---|
| VR intervention | Experimental | A 20-minute VR-based intervention using the HTC VIVE Cosmos as a gamified motor coordination task ("Adventure Climb") requiring continuous postural adjustments, rapid visuomotor responses, and whole-body movement coordination in a standing position. The task is designed to stimulate visual-motor integration and dynamic balance control Receives: Behavioral: Virtual reality gamified motor coordination task |
| Control | No intervention | Remaining at rest during the corresponding period |
What is being measured
The primary outcome is the main question the study is designed to answer.
Composite Score (CS) (%)
Composite score (CS) is assessed using the NeuroCom Balance Manager system during the Sensory Organization Test (SOT). The score represents overall postural stability across all SOT conditions. Higher scores indicate better postural stability.
Measured: up to 10 weeks
Secondary outcomes (5)
Somatosensory Index (SOM) (%)
Somatosensory (SOM) index is assessed using the NeuroCom Balance Manager system during the SOT. It reflects the participant's ability to use somatosensory input for postural control. Higher values indicate better somatosensory reliance.
Measured: up to 10 weeks
Visual Index (VIS) (%)
Visual (VIS) index is assessed using the NeuroCom Balance Manager system during the SOT. It reflects the ability to use visual input for postural control. Higher values indicate better visual reliance for balance.
Measured: up to 10 weeks
Vestibular Index (VEST) (%)
Vestibular (VEST) index is assessed using the NeuroCom Balance Manager system during the SOT. It reflects the ability to use vestibular input for postural control. Higher values indicate better vestibular reliance.
Measured: up to 10 weeks
Visual Preference Index (PREF) (%)
Visual preference (PREF) index is assessed using the NeuroCom Balance Manager system during the SOT. It reflects reliance on visual information even when it may be inaccurate. Higher values indicate greater visual preference.
Measured: up to 10 weeks
Reaction Time (RT) (s)
Reaction time is assessed using the NeuroCom Balance Manager system during the Limits of Stability (LOS) test. It represents the time from initiation of weight shift to movement onset toward the target. Lower values indicate faster reaction time.
Measured: up to 10 weeks
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted16 Jul 2026
- Study start22 Jan 2026
- Primary completion31 Mar 2026
- Study completion31 Mar 2026
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Healthy Young AdultsStudies 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
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Enrolment
- 81 participants (actual)
Sponsor and investigators
- Lead sponsor
- University of Rzeszow
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Maciej Kochman, University of Rzeszow
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07709065
- Sponsor's protocol ID
- 2/01/2026
- Status last verified
- Jul 2026
- First submitted
- 6 Jul 2026
- Last updated
- 16 Jul 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Undecided
Study at a glance
From the registry record, last updated by the sponsor on 16 Jul 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Acute Effect of Immersive VR Technology on Postural Control and Reaction Time in Young Adults: a Randomized Controlled Trial
- ClinicalTrials.gov ID
- NCT07709065
- Acronym / sponsor ID
- 2/01/2026
- Conditions
- Healthy Young Adults
- Keywords
- virtual reality, postural control, sensory organization, balance, reaction time, serious gaming, gamification
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 81 participants (actual)
- Lead sponsor
- University of RzeszowUniversity, hospital or other
- Study start
- 22 Jan 2026 (actual)
- Primary completion
- 31 Mar 2026 (actual)
- Study completion
- 31 Mar 2026 (actual)
- First posted
- 16 Jul 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.
This study investigates the acute effects of short-term immersive virtual reality (VR) exposure on sensory organization and reaction time in young adults aged 18-25 years. It is designed as a randomized controlled trial.
Participants are eligible if they provide written informed consent, complete all study questionnaires, are aged 18-25 years, are able to maintain an upright standing posture, have non-professional athletic status, have no neurological or psychiatric disorders, use a phone or computer for at least 1 hour per day, and do not take medication affecting the nervous system. Exclusion criteria include age outside the 18-25 range, pregnancy, disability, metal implants, epilepsy, inability to provide consent, frequent migraines, balance disorders, recent surgery or injury (within 6 months), uncorrected visual impairment, skin conditions or allergies preventing device use, acute illness on the day of testing, shift work causing circadian rhythm disruption, prior regular VR use, claustrophobia or anxiety related to enclosed spaces or simulated movement, and intensive physical activity within 24 hours before testing.
Eligible participants are randomly allocated in a 1:1 ratio using sequentially numbered, sealed, opaque envelopes to either a VR intervention group or a control group.
All participants are assessed at baseline and after a 20-minute interval. In the VR group, post-assessment is performed immediately after VR exposure, while in the control group it follows a matched resting period. All measurements are conducted by a single trained examiner at a similar time of day using a standardized protocol. Anthropometric measurements (height and body mass) are obtained barefoot using a medical scale (Charder MS4971, Taiwan), and body mass index (BMI) is calculated.
Postural control and reaction time are assessed using computerized dynamic posturography with the NeuroCom Balance Manager system. Two standardized protocols are used: the Sensory Organization Test (SOT) and the Limits of Stability (LOS). The SOT evaluates the integration of somatosensory, visual, and vestibular inputs for postural control across six sensory conditions involving variations in platform and visual stability. The LOS assesses voluntary control of the center of gravity toward visual targets without loss of balance, providing measures of movement accuracy and reaction time from movement initiation to target acquisition.
The primary outcome is the composite SOT score. Secondary outcomes include SOM, VIS, VEST, and PREF parameters derived from the SOT, as well as reaction time measured in the LOS protocol.
The experimental group undergoes a 20-minute VR intervention using the HTC VIVE Cosmos. The intervention consists of a gamified motor coordination task ("Adventure Climb") requiring continuous postural adjustments, rapid visuomotor responses, and whole-body movement coordination in a standing position. The task is designed to stimulate visual-motor integration and dynamic balance control. The control group remains at rest for the same duration and does not receive any active intervention, allowing isolation of the effects of VR exposure. Due to the nature of the intervention, blinding of participants, assessors, and intervention providers is not feasible.
After the intervention or rest period, all participants repeat the SOT and LOS assessments under identical conditions to evaluate the acute effects of VR exposure on postural control and reaction time.
Detailed description
This study evaluates the acute effects of short-term immersive virtual reality (VR) exposure on sensory organization and reaction time in young adults aged 18-25 years. It is designed as a randomized controlled trial.
Participants are eligible if they provide written informed consent and complete all study questionnaires, are aged between 18 and 25 years, are able to maintain an upright standing posture, have non-professional athletic status, have no diagnosed neurological or psychiatric disorders, use a phone or computer for at least 1 hour per day, and do not use medication affecting the nervous system. Exclusion criteria include age under 18 or over 25 years, pregnancy, disability, metal implants, epilepsy, inability to provide informed consent, frequent migraines, balance disorders, surgery or injury within the previous 6 months, uncorrected visual impairment, skin conditions or allergies preventing device use, acute illness on the day of testing, shift work causing circadian rhythm disruption, prior regular use of VR technology, claustrophobia or anxiety related to enclosed spaces or simulated movement, and intensive physical activity within 24 hours prior to testing.
Eligible participants are randomly allocated in a 1:1 ratio using sequentially numbered, sealed, opaque envelopes to either a VR intervention group or a control group.
All participants are assessed at baseline and again after a 20-minute interval. In the VR group, the post-assessment is conducted immediately after VR exposure, whereas in the control group it follows a matched resting period. All measurements are performed by a single trained examiner at a similar time of day using a standardized protocol. Anthropometric data, including height and body mass, are collected barefoot using a medical scale (Charder MS4971, Taiwan), and body mass index (BMI) is calculated.
Postural control and reaction time are evaluated using computerized dynamic posturography with the NeuroCom Balance Manager system, applying two standardized protocols: the Sensory Organization Test (SOT) and the Limits of Stability (LOS). The SOT assesses integration of somatosensory, visual, and vestibular inputs for postural control through six conditions (fixed or sway-referenced platform and vision), each repeated three times, conducted according to manufacturer guidelines with participants standing in a safety harness and standardized foot positioning aligned to the platform's axis of rotation. The LOS protocol evaluates voluntary control of the center of gravity toward visual targets without losing balance, providing measures of movement accuracy and reaction time from initiation of weight shift to target acquisition.
The primary outcome is the composite SOT score, while secondary outcomes include SOM, VIS, VEST, and PREF parameters derived from the SOT, as well as reaction time measured in the LOS protocol.
The experimental group completes a 20-minute VR-based intervention using the HTC VIVE Cosmos, consisting of a gamified motor coordination task ("Adventure Climb") that requires continuous postural adjustments, rapid visuomotor responses, and whole-body movement coordination in a standing position. The task is designed to stimulate visual-motor integration and dynamic balance control. The control group remains at rest for the same duration and does not receive any active intervention, allowing isolation of the effects of immersive VR exposure without additional sensory or motor stimulation. Due to the nature of the intervention, blinding of participants, assessors, and the intervention provider is not feasible.
After the intervention or rest period, all participants repeat the SOT and LOS assessments under identical conditions, enabling comparison of baseline and post-condition performance and evaluation of the acute effects of VR exposure on postural control and reaction time.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| VR intervention | Experimental | Behavioral: Virtual reality gamified motor coordination taskA 20-minute VR-based intervention using the HTC VIVE Cosmos as a gamified motor coordination task ("Adventure Climb") requiring continuous postural adjustments, rapid visuomotor responses, and whole-body movement coordination in a standing position. The task is designed to stimulate visual-motor integration and dynamic balance control |
| Control | No intervention | –Remaining at rest during the corresponding period |
Who may qualify
- Ages
- 18 to 25 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (7 listed)
- written informed consent and complete questionnaire completion;
- age between 18 and 25 years;
- ability to maintain upright standing posture;
- non-professional athletic status;
- no neurological or psychiatric disorders;
Key exclusion criteria (16 listed)
- age <18 or >25 years;
- pregnancy;
- disability;
- metal implants;
- epilepsy;
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 gamified motor coordination taskA 20-minute VR-based intervention using the HTC VIVE Cosmos as a gamified motor coordination task ("Adventure Climb") requiring continuous postural adjustments, rapid visuomotor responses, and whole-body movement coordination in a standing position. The task is designed to stimulate visual-motor integration and dynamic balance control | Behavioural | VR intervention |
Primary outcome
Composite Score (CS) (%)
Time frame: up to 10 weeks
Composite score (CS) is assessed using the NeuroCom Balance Manager system during the Sensory Organization Test (SOT). The score represents overall postural stability across all SOT conditions. Higher scores indicate better postural stability.
5 secondary outcomes
Somatosensory Index (SOM) (%)
Time frame: up to 10 weeks
Visual Index (VIS) (%)
Time frame: up to 10 weeks
Vestibular Index (VEST) (%)
Time frame: up to 10 weeks
Visual Preference Index (PREF) (%)
Time frame: up to 10 weeks
Reaction Time (RT) (s)
Time frame: up to 10 weeks
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 16 Jul 2026.
- Individual participant dataSharing planned: Undecided
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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.
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 Virtual reality gamified motor coordination task in people with Healthy Young Adults, run by University of Rzeszow at 1 site in Poland.
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 16 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 16 Jul 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 Poland. 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?
Composite Score (CS) (%) (time frame: up to 10 weeks). 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 16 Jul 2026.