[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100590212":3},{"organization":4,"armGroups":7,"interventions":19,"overallOfficials":24,"centralContacts":25,"locations":32,"responsibleParty":52,"collaborators":24,"id":55,"slug":56,"hasResults":57,"nctId":58,"briefTitle":59,"officialTitle":60,"acronym":61,"eligibilityCriteria":62,"healthyVolunteers":57,"sex":63,"minAge":64,"maxAge":65,"enrollmentInfo":66,"targetDuration":24,"studyType":69,"phases":70,"briefSummary":72,"conditions":73,"keywords":77,"overallStatus":86,"whyStopped":24,"lastUpdateSubmitDate":87,"lastUpdatePostDateStruct":88,"startDateStruct":91,"completionDateStruct":93,"leadSponsor":95,"locationsCount":96},{"fullName":5,"class":6},"Chung Shan Medical University","OTHER",[8,14],{"label":9,"type":10,"description":11,"interventionNames":12},"XR-Based Leisure Intervention","EXPERIMENTAL","Participants assigned to this arm will receive an extended reality (XR)-based leisure intervention that integrates both virtual reality (VR) and augmented reality (AR) technologies. The intervention is delivered once per week for six weeks. Each 40-minute session includes a 10-minute preparatory warm-up, a 20-minute immersive leisure experience using XR content, and a 10-minute structured feedback discussion. The XR experience is developed using the AR2VR platform and incorporates 360-degree panoramic video footage combined with interactive AR elements. The AR content is created using the MAKAR platform, a marker-based augmented reality development tool, enabling participants to interact with digital content through visual markers embedded in the physical or virtual environment. These AR features include interactive prompts, layered visuals, and context-based tasks designed to enhance engagement and therapeutic value.",[13],"Behavioral: XR-Based Leisure Intervention",{"label":15,"type":16,"description":17,"interventionNames":18},"Standard Leisure Activities","ACTIVE_COMPARATOR","Participants assigned to this arm will engage in standard hospital-based leisure activities once per week for six weeks. Each session lasts approximately 40 minutes and includes a 10-minute warm-up, a 20-minute activity segment, and a 10-minute group discussion. Activities include therapeutic recreation commonly offered in psychiatric inpatient settings, such as drawing, music appreciation, newspaper reading, or light group exercises. The timing and structure of these sessions are designed to match those of the XR-based intervention group to ensure consistency in session duration and therapist involvement.",[13],[20],{"type":21,"name":9,"description":22,"armGroupLabels":23,"otherNames":24},"BEHAVIORAL","The XR-based leisure intervention was developed based on occupational therapy principles and the therapeutic use of leisure to support engagement, volition, and emotional regulation in individuals with chronic mental illness. The intervention content was designed using the AR2VR platform and the MAKAR marker-based AR development system. Leisure scenarios were created by capturing real-world environments using 360-degree panoramic video and embedding interactive elements, such as contextual prompts, virtual objects, and multimedia cues, to enhance immersion and engagement.\n\nSessions are guided by trained occupational therapists and follow a standardized protocol to ensure consistency. A simple cardboard VR viewer is used to reduce sensory overload and avoid adverse effects common with electronic head-mounted displays, such as dizziness or nausea. Activities target various leisure domains, including physical movement, creative expression, social activities, and cognitive play. Weekly con",[15,9],null,[26],{"name":27,"role":28,"phone":29,"phoneExt":30,"email":31},"Chia-Hui Hung, Ph.D","CONTACT","+886424730022","+886 095340598","chhung@csmu.edu.tw",[33],{"facility":34,"status":24,"city":35,"state":35,"zip":36,"country":37,"countryCode":38,"cosmosGeoPoint":39,"geoPoint":44,"contacts":45},"Jing-Ho Hospital","Taichung","40246","Taiwan","TW",{"type":40,"coordinates":41},"Point",[42,43],120.6839,24.1469,{"lat":43,"lon":42},[46,50],{"name":47,"role":28,"phone":48,"phoneExt":24,"email":49},"Jian-Cheng Duan","+886 04 2371 1129","chenliyu0983505705@gmail.com",{"name":51,"role":28,"phone":24,"phoneExt":24,"email":24},"Chia-Hui Hung",{"type":53,"investigatorFullName":51,"investigatorTitle":54,"investigatorAffiliation":5,"oldNameTitle":24,"oldOrganization":24},"SPONSOR_INVESTIGATOR","Associate Professor","100590212","a-trial-of-extended-reality-activities-to-enhance-leisure-participation-among-inpatients-with-persistent-mental-health-conditions-100590212",false,"NCT06964477","A Trial of Extended Reality Activities to Enhance Leisure Participation Among Inpatients With Persistent Mental Health Conditions","A Randomized Controlled Trial of an Extended Reality-Based Occupational Therapy Intervention to Improve Leisure Participation in Inpatients With Persistent Mental Health Conditions","XR-MHLP","Inclusion Criteria:\n\n* Adults aged 20 to 65 years\n* Diagnosed with chronic schizophrenia or schizoaffective disorder (ICD-10 F20.x or F25.x)\n* Hospitalized continuously for at least 6 months\n* Clinically stable with no acute psychiatric symptoms\n* Able to walk independently and communicate verbally\n* Mini-Mental State Examination (MMSE) score ≥ 24\n\nExclusion Criteria:\n\n* History of epilepsy, severe motion sickness, or other seizure-related conditions\n* Significant visual or auditory impairments that may interfere with XR experience\n* Physical conditions that limit participation in leisure activities\n* Current diagnosis of substance abuse or major organic brain disorder\n* Inability to distinguish between reality and virtual environments","ALL","20 Years","65 Years",{"count":67,"type":68},25,"ESTIMATED","INTERVENTIONAL",[71],"NA","The goal of this clinical trial is to evaluate the effects of an extended reality (XR)-enhanced occupational therapy leisure intervention on motivation, emotional engagement, and therapeutic participation among inpatients with chronic psychiatric conditions. The main questions it aims to answer are:\n\nCan the XR intervention improve leisure motivation, leisure-related attitudes, and emotional coping strategies in long-term hospitalized individuals with mental illness?\n\nDoes the XR intervention promote improvements in psychological health, volition, and occupational performance?\n\nResearchers will compare an XR-based leisure therapy group to a usual care group engaged in standard hospital leisure activities such as art, music, or reading. Participants will take part in weekly 40-minute sessions for 6 weeks. The XR group will use a custom-designed mobile VR program featuring immersive 360° leisure scenarios aligned with participants' interests and functional goals. Data collection includes standardized assessments (e.g., Interest Checklist, Volitional Questionnaire, COPM, PANSS) and semi-structured interviews to explore changes in motivation, coping, and perceived benefits.",[74,75,76],"Schizophrenia and Related Disorders","Mental Disorders","Inpatients",[78,79,80,81,82,83,84,85],"Leisure Activities","Virtual Reality Exposure Therapy","Augmented reality","Extend reality","Schizoaffective Disorder","Volition","Motivation","Emotional Regulation","NOT_YET_RECRUITING","2025-05-01",{"date":89,"type":90},"2025-05-09","ACTUAL",{"date":92,"type":68},"2025-07-01",{"date":94,"type":68},"2025-10-31",{"name":51,"class":6},1]