Effectiveness of a mentalisation-based Virtual Reality group intervention: A randomised controlled trial

Background Professional caregivers face challenges when working with people with intellectual disabilities. One valuable means of support is to invest in professional training opportunities focused on mentalisation, which can be practiced in Virtual Reality (VR) environments. This study examined the effectiveness and social validity of a newly developed mentalisation-based VR group intervention. Methods In a randomised controlled trial, 174 students participated. In the experimental group, students interacted with Simon, a virtual client representing a person with an intellectual disability, followed by a short reflection moment in group. In the control group, a mentalisation-focused lesson was offered. At pre- and post-test, participants filled out questionnaires concerning mentalisation, self-efficacy, and social validity. Results The intention-to-treat analysis (ITT) showed no significant differences regarding mentalisation and self-efficacy between the experimental and control group. Additionally, a supportive per-protocol analysis (PP) was conducted on 73 participants who adhered to the protocol. The PP analysis revealed a significant time-by-group interaction effect for reflective functioning. In terms of social validity, participants reported positive expectations and experiences regarding the VR intervention. Conclusions Although inconsistent adherence may have affected the generalisability of the results, the PP results offer valuable insights into the intervention's effectiveness among those who actually followed the study as intended. Further research regarding factors not included in the current study, such as motivation and degree of immersion, is needed to better understand the effectiveness of the VR intervention.

Authors

Publication Details

Journal
Computers & Education X Reality
Published
2026-04-11
DOI
https://doi.org/10.1016/j.cexr.2026.100153
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Effectiveness of a mentalisation-based Virtual Reality group intervention: A randomised controlled trial

P.S. Sterkenburg, Veerle Andries, Suzanne D. M. Derks
Computers & Education X Reality
Virtual Reality Applications and Impacts
article

Effectiveness of a mentalisation-based Virtual Reality group intervention: A randomised controlled trial

P.S. Sterkenburg, Veerle Andries, Suzanne D. M. Derks
article en

Abstract

Background Professional caregivers face challenges when working with people with intellectual disabilities. One valuable means of support is to invest in professional training opportunities focused on mentalisation, which can be practiced in Virtual Reality (VR) environments. This study examined the effectiveness and social validity of a newly developed mentalisation-based VR group intervention. Methods In a randomised controlled trial, 174 students participated. In the experimental group, students interacted with Simon, a virtual client representing a person with an intellectual disability, followed by a short reflection moment in group. In the control group, a mentalisation-focused lesson was offered. At pre- and post-test, participants filled out questionnaires concerning mentalisation, self-efficacy, and social validity. Results The intention-to-treat analysis (ITT) showed no significant differences regarding mentalisation and self-efficacy between the experimental and control group. Additionally, a supportive per-protocol analysis (PP) was conducted on 73 participants who adhered to the protocol. The PP analysis revealed a significant time-by-group interaction effect for reflective functioning. In terms of social validity, participants reported positive expectations and experiences regarding the VR intervention. Conclusions Although inconsistent adherence may have affected the generalisability of the results, the PP results offer valuable insights into the intervention's effectiveness among those who actually followed the study as intended. Further research regarding factors not included in the current study, such as motivation and degree of immersion, is needed to better understand the effectiveness of the VR intervention.

Computers & Education X RealityVol. 8
ZonMw
Openalex Percentile: Top 25%
Virtual Reality Applications and Impacts
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.