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

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

Internet Interv. 2025 Oct 5;42:100883. doi: 10.1016/j.invent.2025.100883. eCollection 2025 Dec.

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, Cradle for Kids, among adolescents.

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.

PMID:41141289 | PMC:PMC12546992 | DOI:10.1016/j.invent.2025.100883