High-intensity interval training-based virtual reality exergaming improves inhibitory control and inattention symptoms in adolescents with ADHD compared to an active, nonexercise VR control condition
This protocol describes an ongoing RCT testing whether HIIT-based VR exergaming (Move Sapiens) produces greater improvements in inhibitory control and inattention than an active VR control without vigorous exertion in 98 adolescents with ADHD. As of April 2026, 58 participants have been enrolled, with 79.3% completing the intervention. Results are expected by December 2026.
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High-intensity interval training-based virtual reality exergaming improves inhibitory control and inattention symptoms in adolescents with ADHD compared to an active, nonexercise VR control condition The current body of evidence comprises 1 study, including 1 randomized controlled trial. EvidenceHub rates the overall confidence at 44/100 (low).
The Claim
High-intensity interval training-based virtual reality exergaming improves inhibitory control and inattention symptoms in adolescents with ADHD compared to an active, nonexercise VR control condition
This conclusion is most relevant to: Adolescents aged 12-17 years with confirmed ADHD diagnosis (DSM-5) from 2 outpatient centers in Brazil.
What the Research Shows
The conclusion draws on 1 linked study. Highlights from the cited literature:
- ▸High-Intensity Virtual Reality Exergaming for Adolescents With Attention-Deficit/Hyperactivity Disorder: Protocol for a Randomized Clinical Trial. (JMIR research protocols, 2026) —
How It Works
The proposed biological pathway:
- ▸High-intensity interval training induces physiological arousal
- ▸VR exergaming maintains intrinsic motivation and engagement
- ▸Sustained vigorous exertion enhances inhibitory control and attention networks
- ▸Result: Improved inhibitory control and reduced inattention symptoms
Who Might Benefit
Evidence fit by population:
- ▸Adolescents aged 12-17 years with confirmed ADHD diagnosis (DSM-5) from 2 outpatient centers in Brazil
Recommended Dose
20 sessions over 4 weeks
Limitations & Caveats
Important context when interpreting this evidence:
- ▸Results are not yet available; this is a protocol paper
- ▸Single-blind design may not fully control for participant expectations regarding exertion
- ▸Generalizability limited to Brazilian adolescents with ADHD
Frequently Asked Questions
What is the primary outcome of this trial?▼
The primary outcomes are inattention symptoms measured by the Swanson, Nolan, and Pelham Rating Scale version IV and inhibitory control measured by go/no-go commission errors.
How does the active control condition differ from the intervention?▼
The active control uses the same VR platform but without vigorous physical exertion, allowing isolation of the effect of HIIT beyond VR immersion and cognitive engagement.
When are the results expected?▼
Data collection is expected to be completed by October 2026, with results anticipated by December 2026.
What is the sample size and completion rate so far?▼
The trial aims to recruit 98 adolescents; as of April 2026, 58 have been enrolled, with 46 (79.3%) completing the full intervention protocol.
References
- 1.Romero Meller M, Balbinot Zanini N, Keitel Machado R, Wagner F, Bolzan G, Farias Oliveira Saunders L, Carvalho Chagas M, Rohde LA, Merola P. “High-Intensity Virtual Reality Exergaming for Adolescents With Attention-Deficit/Hyperactivity Disorder: Protocol for a Randomized Clinical Trial..” JMIR research protocols, 2026. PMID: 42446902 DOI: 10.2196/94797