[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100630226":3},{"organization":4,"armGroups":7,"interventions":25,"overallOfficials":40,"centralContacts":44,"locations":49,"responsibleParty":66,"collaborators":69,"id":75,"slug":76,"hasResults":77,"nctId":78,"briefTitle":79,"officialTitle":80,"acronym":81,"eligibilityCriteria":82,"healthyVolunteers":77,"sex":83,"minAge":84,"maxAge":85,"enrollmentInfo":86,"targetDuration":31,"studyType":89,"phases":90,"briefSummary":92,"conditions":93,"keywords":95,"overallStatus":51,"whyStopped":31,"lastUpdateSubmitDate":99,"lastUpdatePostDateStruct":100,"startDateStruct":103,"completionDateStruct":105,"leadSponsor":107,"locationsCount":108},{"fullName":5,"class":6},"Universidad Francisco de Vitoria","OTHER",[8,14,20],{"label":9,"type":10,"description":11,"interventionNames":12},"Treatment as Usual + Virtual Reality Intervention","EXPERIMENTAL","Participants receive treatment as usual plus a 4-session program using virtual reality (VR). This arm is different from the others because it includes VR to practice recognizing emotions, managing anger, and resolving conflicts in a simulated environment.",[13],"Behavioral: Virtual Reality",{"label":15,"type":16,"description":17,"interventionNames":18},"Treatment as Usual + Non-VR Intervention","ACTIVE_COMPARATOR","Participants receive treatment as usual plus the same 4-session program without virtual reality. This arm allows comparison of the program's effects without using VR technology.",[19],"Behavioral: Active Control",{"label":21,"type":6,"description":22,"interventionNames":23},"Treatment as usual Only","Participants receive only treatment as usual provided at the juvenile center. This arm serves as a reference to evaluate the additional effects of the intervention program with or without virtual reality.",[24],"Behavioral: Treatment as usual",[26,32,36],{"type":27,"name":28,"description":29,"armGroupLabels":30,"otherNames":31},"BEHAVIORAL","Virtual Reality","This group will receive 4 individual behavioral therapy sessions on emotion recognition, hostile attribution bias, anger management, and social problem-solving. During these sessions, participants will train specific abilities through various activities. The activities are designed as a serious game in a virtual reality setting and include: emotion identification and recognition, practicing interpreting frustrating situations without assuming hostility, anger regulation in provocative situations, and decision-making in interpersonal conflict situations.\n\nIn addition, there will be one session before the program to collect baseline data and one session after the program to collect post-intervention data. A follow-up session will take place 3 months after the post-intervention assessment.",[9],null,{"type":27,"name":33,"description":34,"armGroupLabels":35,"otherNames":31},"Active Control","This group will receive the same intervention as the Virtual Reality group, but in a group format (4 participants per group). The training and activities will be conducted using video or paper materials and traditional psychological techniques such as imagination.\n\nThere will be 4 group behavioral therapy sessions on emotion recognition, hostile attribution bias, anger management, and social problem-solving. During these sessions, participants will train specific abilities through various activities. The activities include: emotion identification and recognition, practicing interpreting frustrating situations without assuming hostility, anger regulation in provocative situations, and decision-making in interpersonal conflict situations.\n\nIn addition, there will be one session before the program to collect baseline data and one session after the program to collect post-intervention data. A follow-up session will take place 3 months after the post-intervention assessment.",[15],{"type":27,"name":37,"description":38,"armGroupLabels":39,"otherNames":31},"Treatment as usual","Participants in this group will receive treatment as usual provided by the facility, with no additional intervention. Treatment will be delivered over the same period of time as in the other study groups.\n\nParticipants will complete one baseline assessment before the study period, one post-intervention assessment, and a follow-up assessment 3 months after the post-intervention evaluation.",[21],[41],{"name":42,"affiliation":5,"role":43},"David Roncero Villarreal, PhD","PRINCIPAL_INVESTIGATOR",[45],{"name":42,"role":46,"phone":47,"phoneExt":31,"email":48},"CONTACT","+34 657518370","david.roncero@ufv.es",[50],{"facility":5,"status":51,"city":52,"state":53,"zip":54,"country":55,"countryCode":56,"cosmosGeoPoint":57,"geoPoint":62,"contacts":63},"RECRUITING","Pozuelo de Alarcón","Cominity of Madrid","28223","Spain","ES",{"type":58,"coordinates":59},"Point",[60,61],-3.81338,40.43293,{"lat":61,"lon":60},[64],{"name":42,"role":46,"phone":65,"phoneExt":31,"email":48},"+34 657 518 370",{"type":43,"investigatorFullName":67,"investigatorTitle":68,"investigatorAffiliation":5,"oldNameTitle":31,"oldOrganization":31},"David Roncero Villarreal","Associate Professor",[70,73],{"name":71,"class":72},"Asociación GINSO","UNKNOWN",{"name":74,"class":6},"La Caixa Foundation","100630226","virtual-reality-intervention-vr-ginso-for-reducing-aggression-in-young-offenders-100630226",false,"NCT07484919","Virtual Reality Intervention (VR-GINSO) for Reducing Aggression in Young Offenders","Virtual Reality Intervention (VR--GINSO) for Reducing Aggression in Young Offenders","VR-GINSO","Inclusion Criteria:\n\n* 12-18 years old at the moment of recruitment and allocation.\n* Minimum facility stay of 6 months since the begining of the study.\n* Documented records of recent aggresive behavior.\n\nExclusion Criteria:\n\n* Neurological disorder, brain injury, or psyquiatric pathology that affects cognitive functions or advises against use of virtual reality.\n* Not being fluent in Spanish.","ALL","12 Years","18 Years",{"count":87,"type":88},110,"ESTIMATED","INTERVENTIONAL",[91],"NA","The goal of this clinical trial is to see if a specific intervention program that uses virtual reality (VR) helps young people reduce aggressive behavior more than the same program without VR or their usual treatment. The study will also look at how the program affects anger, impulsivity, emotional control, and how participants understand and handle conflicts with others.\n\nThe main questions the study wants to answer are:\n\n* Does the intervention program with VR help young people reduce aggressive behavior more than the same program without VR or just their usual treatment?\n* What changes in the mind and body are linked to improvements in aggressive behavior and emotional control?\n\nThe researchers will compare three groups of young people:\n\n* Usual treatment plus the 4-session intervention program with VR.\n* Usual treatment plus the 4-session intervention program without VR.\n* Usual treatment only.\n\nParticipants will:\n\n* Attend 4 individual sessions lasting 1 to 1.5 hours, once a week.\n* Take part in activities to learn how to recognize emotions, understand conflict situations, and manage anger and impulsivity.\n* Complete questionnaires about aggressive behavior, anger, impulsivity, emotional control, and how they interpret conflicts.\n* Have their aggressive behavior recorded through disciplinary reports at the center.\n* Provide saliva samples before and after sessions to measure hormones related to stress and aggression.\n* Wear a chest band that measures heart rate and a headset that records brain activity during the VR activities.\n\nAll data will be kept confidential, and the identities of participants will be protected at all times.",[94],"Aggression",[96,97,98],"youth violence","virtual reality","juvenile offenders","2026-03-17",{"date":101,"type":102},"2026-03-20","ACTUAL",{"date":104,"type":102},"2025-12-15",{"date":106,"type":88},"2026-10",{"name":5,"class":6},1]