%0 Journal Article %@ 2561-326X %I JMIR Publications %V 7 %N %P e47630 %T Improving Social Isolation and Loneliness Among Adolescents With Physical Disabilities Through Group-Based Virtual Reality Gaming: Feasibility Pre-Post Trial Study %A Lai,Byron %A Young,Raven %A Craig,Mary %A Chaviano,Kelli %A Swanson-Kimani,Erin %A Wozow,Cynthia %A Davis,Drew %A Rimmer,James H %+ Division of Pediatric Rehabilitation Medicine, Department of Pediatrics, University of Alabama at Birmingham, 1600 7th Avenue South, 5 Dearth, McWane 5601, Birmingham, AL, 35233, United States, 1 2056389790 ext 8 9725, blai@uabmc.edu %K therapy %K mindfulness %K play %K friend %K friends %K friendship %K lonely %K loneliness %K psychotherapy %K peer %K peers %K recreation %K disability %K adolescent %K adolescents %K disability %K disabled %K physical disability %K digital mental health intervention %K youth %K young adult %K virtual reality %K VR %K gaming %K depression %K depressive %K mental health %K social %K isolated %K isolation %K socialize %K socializing %K socialization %K interaction %K interactions %K acceptability %K game %K games %K gaming %K exergame %K exergames %K exergaming %D 2023 %7 6.12.2023 %9 Original Paper %J JMIR Form Res %G English %X Background: Adolescents with disabilities experience alarmingly higher rates of depression and isolation than peers without disabilities. There is a need to identify interventions that can improve mental health and isolation among this underserved population. Innovations in virtual reality (VR) gaming “standalone” headsets allow greater access to immersive high-quality digital experiences, due to their relatively low cost. Objective: This study had three purposes, which were to (1) examine the preliminary effects of a low-cost, home-based VR multiplayer recreation and socialization on depression, socialization, and loneliness; (2) quantify the acceptability of the program as measured by participant adherence, total play time, and exercise time; and (3) identify and describe behavioral mechanisms that affected participant engagement. Methods: This was a single-group, pre- to postdesign trial. The intervention was conducted at home. Participants were recruited from a children’s hospital. The intervention lasted 4 weeks and included 2×1-hour sessions per week of supervised peer-to-peer gaming. Participants used the Meta Quest 2 headset to meet peers and 2 coaches in a private party held digitally. Aim 1 was evaluated with the Children’s Depression Inventory 2 Short Form and the University of California, Los Angeles Loneliness Scale 20 items, which are measures of social isolation and loneliness, respectively. Aim 2 was evaluated through the following metrics: participant adherence, the types of games played, friendship building and playtime, and program satisfaction and enjoyment. Results: In total, 12 people enrolled (mean age 16.6, SD 1.8 years; male: n=9 and female: n=3), and 8 people completed the program. Mean attendance for the 8 participants was 77% (49 sessions of 64 total possible sessions; mean 6, SD 2 sessions). A trend was observed for improved Children’s Depression Inventory 2 Short Form scores (mean preintervention score 7.25, SD 4.2; mean postintervention score 5.38, SD 4.1; P=.06; effect size=0.45, 95% CI –0.15 to 3.9), but this was not statistically significant; no difference was observed for University of California, Los Angeles Loneliness Scale 20 items scores. Most participants (7/8, 88%) stated that they became friends with a peer in class; 50% (4/8) reported that they played with other people. Participants reported high levels of enjoyment and satisfaction with how the program was implemented. Qualitative analysis resulted in 4 qualitative themes that explained behavioral mechanisms that determined engagement in the program. Conclusions: The study findings demonstrated that a brief VR group program could be valuable for potentially improving mental health among adolescents with physical disabilities. Participants built friendships with peers and other players on the web, using low-cost consumer equipment that provided easy access and strong scale-up potential. Study findings identified factors that can be addressed to enhance the program within a larger clinical trial. Trial Registration: ClinicalTrials.gov NCT05259462; https://clinicaltrials.gov/study/NCT05259462 International Registered Report Identifier (IRRID): RR2-10.2196/42651 %M 38055309 %R 10.2196/47630 %U https://formative.jmir.org/2023/1/e47630 %U https://doi.org/10.2196/47630 %U http://www.ncbi.nlm.nih.gov/pubmed/38055309