Evidence map›Paper›PMID 41141289›Full record

ArticleInternet interventions2025

Promoting prosocial behavior and well-being in adolescents through a gamified virtual reality intervention: A randomized controlled trial protocol.

Bryant P H Hui, Tao Zhang, Jeffrey C F Ho, Sophie Kai Lam Cheng, Chen Li, Rosetta Wong, Sylvia Xiaohua Chen

Abstract read
In one paragraph

Article in Internet interventions, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Bryant P H HuiDepartment of Applied Social Sciences, Hong Kong Polytechnic University, Hong Kong, China.
Tao ZhangDepartment of Applied Social Sciences, Hong Kong Polytechnic University, Hong Kong, China.
Jeffrey C F HoSchool of Design, Hong Kong Polytechnic University, Hong Kong, China.
Sophie Kai Lam ChengDepartment of Psychology, Chinese University of Hong Kong, Hong Kong, China.
Chen LiDepartment of Applied Social Sciences, Hong Kong Polytechnic University, Hong Kong, China.
Rosetta WongDepartment of Applied Social Sciences, Hong Kong Polytechnic University, Hong Kong, China.
Sylvia Xiaohua ChenDepartment of Applied Social Sciences, Hong Kong Polytechnic University, Hong Kong, China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Adolescent well-being is an urgent global concern. While engaging in prosocial behavior has been shown to enhance well-being, traditional interventions are often resource-intensive, contextually limited, and typically delivered in 2D formats. Virtual Reality (VR) offers a novel and immersive alternative by allowing adolescents to experience lifelike social scenarios and practice prosocial behaviors across diverse, everyday contexts. Objective: This protocol outlines a randomized controlled trial to evaluate the feasibility, acceptability, and preliminary effectiveness of a gamified VR-based prosocial intervention, Methods: A total of 396 adolescents aged 10 to 16 will be randomly assigned to one of the three groups: a five-week VR-based intervention, a video-based intervention, or a waitlist control group. Prosocial behaviors and well-being will be assessed at baseline, immediately post-intervention, and at a one-month follow-up, with parents also completing proxy reports of participants' well-being at baseline and post-intervention. Daily diary assessments will also be collected throughout the intervention period. Feasibility and acceptability will be examined via completion rate, retention rate, and participant satisfaction. Data will be analyzed using repeated-measures ANOVA and multilevel modeling. Discussion: To our knowledge, this will be the first trial to evaluate a gamified VR intervention designed to promote prosocial behavior and well-being in adolescents. Theoretically, it will contribute empirical evidence on the potential of immersive VR-based interventions to enhance well-being through prosocial engagement. Practically, if found effective, the program may offer a scalable and resource-efficient tool for schools and community organizations seeking to foster prosocial development in youth.

Indexed as

AdolescentsProsocial behaviorRandomized controlled trialVirtual reality interventionWell-being

Identifiers

PMID41141289
PMCPMC12546992

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.