Positive Youth Development in the Metaverse - Development of a Virtual Reality Afterschool Program for Middle Childhood Youth
Phase: NA
Conditions: Healthy, Healthy Lifestyle, Childhood ALL, Behavior, Child
Sponsor: University of Georgia

Title: Positive Youth Development in the Metaverse 
NCT Number: NCT05858593 
Upload Date: February 9, 2026 

4.1a Detailed Description and Study Protocol 
 
A pilot feasibility trial will be conducted in the latter half of the year to test the feasibility and 
usability of the VR-integrated curriculum. Recruitment & Eligibility: All children enrolled in the 
Chess & Community program will receive a VR headset. However, data will only be collected 
from children between the ages of 9-17 for whom consent and assent is obtained. All 
participating children will be assigned to the treatment (VR headset + VR-integrated curriculum) 
condition.  
 
- Parents will first sign up for the study at the beginning of the semester (e.g., January) 
 
- Parents will be instructed to reach out to the research team via email to indicate interest. 
 
- The research team will screen each family for eligibility via phone calls and address questions 
as they arise. 
 
- All interested parents and children will attend an orientation session (either in-person or virtual) 
explaining the study purposes and sign informed consent and minor assent. The enrollment 
process will be on a rolling basis throughout the academic year. 
 
- Treatment: In the treatment condition, youth will receive the VR-integrated curriculum in 
addition to receiving the VR headset to use. Treatment duration was once a week for 4 weeks. 
Outcome measures will focus on the usability and feasibility of the VR headset in tandem with 
ongoing curricula of the Chess and & Community program and participant responses through 
survey and behavioral measures. Feasibility assessments will measure the ability to complete 
the program without active remediation from the research team and the ability of youth 
participants to correctly use the VR system. Physical health of children will be assessed through 
a smartwatch (step count and pulse) to determine appropriate sample size for controlled clinical 
trials in the future. 
 
All devices will be handed out in person by researchers at the afterschool program so that 
participants may receive specific instructions on how to use the devices and troubleshoot. 
Researchers will also be able to address questions at that point.  
 
Baseline measures (survey) will be assessed at this point. For the next 4 weeks, participants 
will be expected to engage in VR content at least 1 hour per week. During the 4 weeks, children 
will provide open-ended responses to the usability of the system. Engagement with the VR 
system and successful completion of the program will be measured for feasibility of the VR 
system at an afterschool setting. All children will be wearing a smart watch to assess physical 
activity (step count) and heart rate as secondary measures. 
 
The feasibility study will focus on bidirectional communication with Athens Chess & Community, 
ensuring that the research team can work toward their programmatic priorities and assist in 
building staff capacity for future collaborations in technology-integrated interventions at the site.