Previous research
A key early phase included user experience testing with adults diagnosed with ADHD alongside a neurotypical control group. In this study, 47 participants were recruited, and after data loss adjustments, the final sample included 21 participants with ADHD (13 female; mean age 31.9) and 21 neurotypical controls (12 female; mean age 31.4). The study involved a 10-minute VR session in a high-resolution interactive virtual garden, followed by standardized questionnaires and open feedback. The experiment used a PCVR setup with Oculus Quest 2, was developed in Unity, and received ethics approval from the Ethics Committee of ELTE Faculty of Education and Psychology.
Key findings included high engagement and positive evaluation across both groups. They had a calming and soothing experience, and their feedback included suggestions for improvement, focusing on richer interaction and a larger explorable space. These insights continue to inform Zenctuary VR+ design decisions.
Previous prototype
This version reflects earlier research-stage development and serves as a reference point for the evolution toward Zenctuary VR+, which is now being redesigned and validated through the 3-years HU-RIZONT-funded clinical research protocols.
Expected impact
- improved motivation and agency in long-term hospital care
- reduced anxiety and stress and improved emotional well-being
- improved patient engagement and potentially stronger patient–staff interaction
- reduced emotional strain and improved sustainability of caregiving routines and healthcare professionals
- new evidence on VR as a non-pharmacological support tool and a scalable model for clinical integration
Through these outcomes, Zenctuary VR+ has the potential to demonstrate how design, science, and immersive technology can jointly support humane innovation in healthcare.
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