[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100619175":3},{"organization":4,"armGroups":7,"interventions":14,"overallOfficials":20,"centralContacts":21,"locations":27,"responsibleParty":45,"collaborators":20,"id":47,"slug":48,"hasResults":49,"nctId":50,"briefTitle":51,"officialTitle":52,"acronym":53,"eligibilityCriteria":54,"healthyVolunteers":55,"sex":56,"minAge":57,"maxAge":58,"enrollmentInfo":59,"targetDuration":20,"studyType":62,"phases":63,"briefSummary":65,"conditions":66,"keywords":71,"overallStatus":78,"whyStopped":20,"lastUpdateSubmitDate":79,"lastUpdatePostDateStruct":80,"startDateStruct":83,"completionDateStruct":85,"leadSponsor":87,"locationsCount":88},{"fullName":5,"class":6},"New York Institute of Technology","OTHER",[8],{"label":9,"type":10,"description":11,"interventionNames":12},"Does participation in a 6-week VR-based program improve attentional skills in neurodiverse children?","EXPERIMENTAL","The 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.",[13],"Behavioral: Virtual Reality",[15],{"type":16,"name":17,"description":18,"armGroupLabels":19,"otherNames":20},"BEHAVIORAL","Virtual Reality","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.\n\nEach 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.",[9],null,[22],{"name":23,"role":24,"phone":25,"phoneExt":20,"email":26},"Alexander Lopez, JD, OT\u002FL","CONTACT","16312525776","alopez@nyit.edu",[28],{"facility":29,"status":20,"city":30,"state":31,"zip":32,"country":33,"countryCode":34,"cosmosGeoPoint":35,"geoPoint":40,"contacts":41},"Inclusive Sports and Fitness, Inc.","Old Westbury","New York","11568-8000","United States","US",{"type":36,"coordinates":37},"Point",[38,39],-73.59957,40.78871,{"lat":39,"lon":38},[42],{"name":43,"role":24,"phone":44,"phoneExt":20,"email":26},"Alexander Lopez","6312525776",{"type":46,"investigatorFullName":20,"investigatorTitle":20,"investigatorAffiliation":20,"oldNameTitle":20,"oldOrganization":20},"SPONSOR","100619175","how-virtual-reality-can-help-neurodivergent-children-improve-their-attention-100619175",false,"NCT07341204","How Virtual Reality Can Help Neurodivergent Children Improve Their Attention","Improvement of Sustained Attention Through Immersive Virtual Reality in Neurodivergent Children","Attend-VR","Inclusion Criteria:\n\n* Clinical diagnosis of ASD, ADHD, SLD, or DCD confirmed by a licensed clinician or documented in medical\u002Feducational records (DSM-5 or equivalent).\n* Parent\u002Fguardian consent and participant assent (age-appropriate).\n* Ability to follow simple verbal instructions and to participate in 25-minute VR sessions twice weekly for 6 weeks.\n* Stable medication regimen for attention- or behavior-related medications for ≥4 weeks prior to baseline (or not taking such medications).\n* Visual and auditory ability adequate for VR tasks (with or without usual corrective lenses\u002Fhearing aids).\n* Availability to attend all scheduled sessions at the clinical site across the 6-week period.\n\nExclusion Criteria:\n\n* History of photosensitive epilepsy or any uncontrolled seizure disorder.\n* Severe intellectual disability or severe communication impairment that prevents understanding\u002Fparticipation (e.g., non-responsive to simple commands required by the VR tasks).\n* 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).\n* Recent (within 6 months) significant brain injury or neurosurgery. Significant history of motion sickness, severe vestibular disorder, or prior intolerance to immersive VR.\n* Any medical or implanted device contraindicated for VR\u002Fheadset use (if applicable).",true,"ALL","9 Years","18 Years",{"count":60,"type":61},40,"ESTIMATED","INTERVENTIONAL",[64],"NA","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.",[67,68,69,70],"Autism","Autism Disorder","ADHD - Attention Deficit Disorder With Hyperactivity","Attention Deficit Disorder",[72,73,74,75,76,77],"attention","impulsivity","distractability","focus","VR","Immersive Virtual Reality","NOT_YET_RECRUITING","2026-01-06",{"date":81,"type":82},"2026-01-14","ACTUAL",{"date":84,"type":61},"2026-02-02",{"date":86,"type":61},"2026-04-06",{"name":5,"class":6},1]