Virtual Reality vs. Gym-Based Martial Arts Training for Aggression in Children With Conduct Disorder
Conduct Disorder · Externalizing Behavior · Child Mental Health
What this study involves
The registry does not currently label this study as recruiting. Ask about its status before planning a screening visit.
- Study type
- Interventional
- Phase
- Not applicable
- Age range
- 7 years - 10 years
- Sex eligible
- All sexes
- Healthy volunteers
- Not accepted
- Participants
- 306 Actual
These are starting points, not an eligibility decision. The research team must review the full requirements.
About the research
The goal of this clinical trial is to learn if martial arts training helps lower aggression in children with conduct disorder. It will also compare two ways of delivering this training: through virtual reality (VR) headsets and in a traditional gym. The main questions it aims to answer are:
Does martial arts training lower overall aggression in children with conduct disorder? Do the effects last 30 days after the training ends? Researchers will compare three groups to see if the training works. One group will do martial arts in VR. Another group will do martial arts in a gym. A third group will not do any extra exercise.
Participants will:
Take part in 24 training sessions over 8 weeks (3 times a week). Each session lasts 40 to 60 minutes.
Be assigned to one of the three groups by chance (like flipping a coin). Answer questions about their behavior at the start of the study, at the end of 8 weeks, and 30 days later.
Read the full description
This study is a three-arm, parallel-group randomized controlled trial (RCT) with baseline (T0), post-intervention (T1), and 30-day follow-up (T2) assessments. The trial is conducted in Tehran, Iran, in collaboration with child and adolescent mental health outpatient services and community counseling centers. Participants are randomly allocated in a 1:1:1 ratio to immersive VR-based martial arts training (VR-MA), club-based (real-world) martial arts training (Club-MA), or a no-exercise control group.
Randomization and Blinding:
An independent researcher generates the allocation sequence using computer-based randomization. Allocation is concealed using sequentially numbered, opaque, sealed envelopes (SNOSE) opened only after completion of the baseline assessment. Due to the nature of exercise interventions, participants and trainers cannot be blinded. However, outcome assessors and the data analyst are kept blind to group allocation. Families are instructed not to disclose group assignments to assessors.
Interventions:
Both intervention arms receive an identical training dose: 24 sessions across 8 weeks (3 sessions/week), with each session lasting 40 to 60 minutes. Both groups follow a standardized session structure: a 5-10 minute warm-up (light aerobic activity and dynamic stretching), a 25-40 minute skill and conditioning block (striking drills, footwork, and progressive combination sequences), and a 5-10 minute cool-down (structured breathing exercises, static stretching, and guided reflection emphasizing behavioral norms such as respect and self-discipline).
VR-MA Group:Participants use standalone Meta Quest 3S head-mounted displays (Meta Horizon OS) in a supervised indoor setting. Training content emphasizes combat sport simulation and target-based striking drills delivered through commercial applications (e.g., LES MILLS BODYCOMBAT, FitXR). The protocol emphasizes coach-led pacing, technique accuracy, and self-regulation, deliberately excluding external reward systems or gamification.
Club-MA Group: Training is delivered in a martial arts club setting under the supervision of two certified kickboxing/martial arts instructors. The protocol is standardized and progressive. The first three sessions introduce basic stances, guards, and fundamental punches/kicks. Subsequent sessions emphasize controlled combinations, footwork, and structured drills (e.g., bag work, pad/mitt drills). Verbal exhalation cues are used to coordinate breathing and movement.
Control Group: Participants do not receive any additional organized physical activity during the 8-week period. Families are instructed to maintain usual routines and refrain from starting new structured martial arts or VR training programs.
Safety Monitoring:
Participant safety is continuously monitored by trained staff. For the VR-MA group, children are screened for prior severe motion sickness, and staff monitor for nausea, dizziness, headache, distress, or unsafe movement patterns. Rest breaks are allowed, and sessions are paused or stopped if symptoms emerge. Headsets are sanitized between uses. All training sessions are offered free of charge, and basic sports attire is provided. Retention efforts include reminder calls to caregivers and flexible scheduling. Any adverse events or participant withdrawals are systematically documented and reviewed by the study coordinator.
Statistical Analysis Plan:
Analyses are conducted using SPSS (v29). Descriptive statistics are computed for each group at all time points. Assumptions are evaluated using Kolmogorov-Smirnov and Shapiro-Wilk tests for normality, and Levene's test for homogeneity of variance. The primary hypothesis-testing approach uses a mixed-design repeated-measures model (GLM) with Group (Control vs. VR vs. Gym) as the between-subject factor and Time (T0 vs. T1 vs. T2) as the within-subject factor. The Group × Time interaction is the main indicator of differential change across arms. Sphericity is assessed with Mauchly's test; when violated, Greenhouse-Geisser corrections are applied. Baseline-adjusted ANCOVA models are run separately for T1 and T2, with the corresponding baseline score (T0) entered as a covariate. For secondary outcomes (four subscales), multiplicity is controlled using Holm-Bonferroni adjusted p-values. Effect sizes are reported as partial eta squared (η²p).
Who may be able to participate?
The list below is the sponsor’s full registry wording. It can include conditions, prior treatment, test results and other requirements. A match in search does not mean you qualify.
Inclusion Criteria:
- 1\. Meets the clinical criteria for Conduct Disorder (CD). 2. Age within the target school-age range (7-10 years). 3. Physically able to safely participate in moderate-to-vigorous exercise. 4. No contraindications for VR exposure (for those randomized to VR).
Exclusion Criteria:
- 1\. Major neurological disorders (e.g., uncontrolled epilepsy). 2. Severe sensory/motor limitations preventing safe training. 3. Acute psychosis or mania. 4. Initiation or modification of intensive psychological/pharmacological treatment during the intervention period.
Treatment, groups and participation
The registry may describe treatments and study duration without a complete visit calendar. Ask the study team for the exact schedule, procedures, risks, costs and alternatives. Keep your usual care plan unless your treating clinician tells you otherwise.
- Assignment
- Random assignment
- Masking
- Single masked
VR-Based Martial Arts Training
Participants complete the standardized training program using a standalone virtual reality headset (Meta Quest 3S) within a supervised indoor setting. The training content emphasizes combat sport simulation and striking practice, including boxing-style engagements and target-based striking drills. Commercial applications are used to deliver structured, graded-intensity sessions. The training emphasizes coach-led pacing, technique accuracy, and self-regulation without external reward systems.
Behavioral: Immersive VR-Based Martial Arts Training
Gym-Based Martial Arts Training
Participants receive the same training dose and session structure, delivered in a martial arts club setting under the supervision of two certified kickboxing/martial-arts instructors. The protocol is standardized and progressive, introducing basic stances, guards, and fundamental punches/kicks in the first three sessions. Subsequent sessions emphasize controlled combinations, footwork, and structured drills, including bag work and pad/mitt drills.
Behavioral: Club-Based Martial Arts Training
No-Exercise Control
Participants do not receive any additional organized physical activity throughout the study during the 8-week period. Families are instructed to maintain their usual routines and to refrain from starting new structured martial arts or VR training programs during the trial.
Immersive VR-Based Martial Arts Training BEHAVIORAL
An 8-week training program (24 sessions, 40-60 minutes per session) using Meta Quest 3S head-mounted displays. Delivered via commercial VR applications (e.g., LES MILLS BODYCOMBAT, FitXR) emphasizing combat sport simulation, striking practice, and target-based drills. Structure includes warm-up, skill/conditioning block, and cool-down with breathing exercises. No external gamification or reward systems are used.
Club-Based Martial Arts Training BEHAVIORAL
An 8-week training program (24 sessions, 40-60 minutes per session) delivered in a martial arts club setting. Supervised by two certified instructors. Includes warm-up, skill/conditioning block (striking drills, footwork, bag/pad work), and cool-down with breathing exercises and guided reflection on behavioral norms.
What researchers are measuring
Outcome measures describe what is being studied. They are not proof that a treatment works.
Primary measures
Total Aggression Score
Time frame: Baseline (T0), Post-Intervention (T1, Week 8), and 30-Day Follow-Up (T2)
Aggression is measured using the Children's Aggression Questionnaire (CAQ). The CAQ is a multidimensional instrument assessing overall aggression and four subscales: verbal aggression, physical aggression, relational aggression, and anger/impulsive tension. Higher scores indicate greater severity of aggression.
Secondary measures
CAQ Subscale Scores (Verbal, Physical, Relational, Anger/Impulsive Tension)
Time frame: Baseline (T0), Post-Intervention (T1, Week 8), and 30-Day Follow-Up (T2)
Individual subscale scores derived from the Children's Aggression Questionnaire (CAQ): verbal aggression, physical aggression, relational aggression, and anger/impulsive tension. Higher scores indicate greater severity in each domain.
Review the complete result tables and limitations in the official record.
Open official results ↗Research locations (1)
The overall study status and a local site’s status can differ. Confirm that location’s availability before traveling.
1 locations
Child and Adolescent Mental Health Outpatient Services and Community Counselling CentersTehran, Tehran Province, IranStatus unknown
Study team and timeline
- Lead sponsor
- Islamic Azad University, Sanandaj
- Study start
- May 1, 2025 Actual
- Primary completion
- Jun 25, 2025 Actual
- Study completion
- Jul 25, 2025 Actual
- First posted
- Nov 10, 2026 Actual
- Last updated
- Nov 10, 2026 Actual
Official study contacts
No central contact is listed. Check the locations and the official record.
Official study title
Comparing Virtual Reality and Gym-Based Martial Arts Training for Aggression Reduction in Children With Conduct Disorder: A Three-Arm Randomized Controlled Trial
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Source: ClinicalTrials.gov API v2. Information is submitted by sponsors and investigators. NLM does not approve the safety or science of all listed studies. Registry disclaimer.
Retrieved: Nov 12, 2026 · Last registry update: Nov 10, 2026
