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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

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.

Last updated: Jul 15, 2026โ€ข1 RCTsโ€ข๐Ÿ“– Read as article โ†’

Evidence Score

Evidence Score44/100
Human RCTโ˜…โ˜…โ˜†โ˜†โ˜†
Meta-analysisโ˜†โ˜†โ˜†โ˜†โ˜†
Mechanismโ˜…โ˜…โ˜…โ˜…โ˜…
Safetyโ˜…โ˜…โ˜…โ˜…โ˜†
Confidencelow

Study Evidence

Study 1. High-Intensity Virtual Reality Exergaming for Adolescents With Attention-Deficit/Hyperactivity Disorder: Protocol for a Randomized Clinical Trial.

observational

Romero Meller M, Balbinot Zanini N, Keitel Machado R, Wagner F, Bolzan G, Farias Oliveira Saunders L, Carvalho Chagas M, Rohde LA, Merola P ยท JMIR research protocols (2026)

Participants: N/A
Duration: 4 weeks
Intervention: HIIT-based VR exergame (Move Sapiens) delivered in 20 sessions over 4 weeks in a home-based format after supervised laboratory familiarization
Outcome: Primary: Swanson, Nolan, and Pelham Rating Scale version IV inattention subscale scores and go/no-go commission errors. Secondary: working memory, cognitive flexibility, processing speed, impulsivity, sleep quality, anxiety symptoms
Effect Size: N/A (results not yet available)
Population: Adolescents aged 12-17 years with confirmed ADHD diagnosis (DSM-5) from 2 outpatient centers in Brazil

Result:

Mechanism Graph

High-intensity interval training induces physiological arousal
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VR exergaming maintains intrinsic motivation and engagement
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Sustained vigorous exertion enhances inhibitory control and attention networks
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Result: Improved inhibitory control and reduced inattention symptoms

Limitations

  • โš Results are not yet available; this is a protocol paper
  • โš Single-blind design may not fully control for participant expectations regarding exertion
  • โš Generalizability limited to Brazilian adolescents with ADHD

Frequently Asked Questions

What is the primary outcome of this trial?โ–ผ

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?โ–ผ

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?โ–ผ

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?โ–ผ

The trial aims to recruit 98 adolescents; as of April 2026, 58 have been enrolled, with 46 (79.3%) completing the full intervention protocol.

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References

  1. 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
Disclaimer: This content is for educational purposes only and is not medical advice. Evidence scores reflect the quality and quantity of available research, not clinical recommendations. Always consult a healthcare professional before starting any supplement or intervention.