Schizophrenia and Related DisordersMental DisordersInpatients
Investigational drug(s) / intervention(s)
XR-Based Leisure Intervention
XR-Based Leisure Intervention: 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.
Sessions 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
Study summary
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:
Can the XR intervention improve leisure motivation, leisure-related attitudes, and emotional coping strategies in long-term hospitalized individuals with mental illness?
Does the XR intervention promote improvements in psychological health, volition, and occupational performance?
Researchers 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.
Eligibility
Sex
ALL
Min age
20 Years
Max age
65 Years
Healthy volunteers
No
Inclusion Criteria:
* Adults aged 20 to 65 years
* Diagnosed with chronic schizophrenia or schizoaffective disorder (ICD-10 F20.x or F25.x)
* Hospitalized continuously for at least 6 months
* Clinically stable with no acute psychiatric symptoms
* Able to walk independently and communicate verbally
* Mini-Mental State Examination (MMSE) score ≥ 24
Exclusion Criteria:
* History of epilepsy, severe motion sickness, or other seizure-related conditions
* Significant visual or auditory impairments that may interfere with XR experience
* Physical conditions that limit participation in leisure activities
* Current diagnosis of substance abuse or major organic brain disorder
* Inability to distinguish between reality and virtual environments
Primary outcome measure(s)
Change in Leisure Motivation Measured by the Occupational Therapy Interest Checklist — Baseline and after 6 weeks of intervention The Occupational Therapy Interest Checklist will be used to assess changes in leisure motivation, preferred activity domains, and engagement levels. Participants rate their interest in different activities before and after the 6-week intervention period.
Change in Occupational Performance and Satisfaction Measured by the Canadian Occupational Performance Measure — Baseline and after 6 weeks of intervention The Chinese version of the Canadian Occupational Performance Measure (COPM-C), originally developed by Law et al. and translated by Pan (2002), will be used to evaluate changes in self-perceived occupational performance and satisfaction. Participants identify up to five personally important occupational problems across three domains (self-care, productivity, and leisure) using a semi-structured interview. For each selected problem, participants rate their performance and satisfaction using a 10-point Likert scale. Higher scores indicate better performance or satisfaction. Final scores are calculated by averaging the performance and satisfaction ratings across the selected problems.
Change in Volition Observed Using the Volitional Questionnaire (VQ) — Weekly throughout the 6-week intervention period The Volitional Questionnaire (VQ), developed by de las Heras et al. based on the Model of Human Occupation, will be used to observe changes in participants' volition during occupational activity. The VQ includes 14 items categorized into three levels of volitional development: exploration, competence, and achievement. Trained occupational therapists observe participants during activity sessions and rate behaviors on a 4-point scale: passive, hesitant, involved, and spontaneous. Ratings reflect the degree of autonomy and internal motivation demonstrated during activity. Higher levels represent increased volitional expression and reduced therapist assistance.
This page summarises publicly available registry data for informational purposes — not medical advice. Eligibility is determined by each study team; patients should discuss participation with their clinician.
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