Virtual Reality Relaxation for Addiction Inpatients

NCT ID: NCT04293978

Last Updated: 2022-08-29

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

SUSPENDED

Clinical Phase

NA

Total Enrollment

40 participants

Study Classification

INTERVENTIONAL

Study Start Date

2023-01-01

Study Completion Date

2023-12-31

Brief Summary

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This trial examines the immediate session effect of Virtual Reality (VR) relaxation, when used at an addiction inpatient ward for adolescents.

Detailed Description

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Past research has revealed that Virtual Reality nature environments can be used to induce relaxation, yet this type of intervention has not yet been evaluated in a clinical setting. This trial examines whether VR relaxation can be used as a digital equivalent of a (physical) comfort room at an an addiction inpatient ward for adolescents.

Conditions

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Addiction

Study Design

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Allocation Method

NA

Intervention Model

SINGLE_GROUP

Single-arm, with immediate effects of interest. Varying number of intervention uses across participants.
Primary Study Purpose

TREATMENT

Blinding Strategy

NONE

Study Groups

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Virtual Reality relaxation

Participants may request to use the application at any time during their stay at the ward, as many times as they wish. Participants sign in using an anonymous study ID and sessions (and outcomes) are automatically logged by the device to this ID.

Group Type EXPERIMENTAL

CalmPlace

Intervention Type BEHAVIORAL

Self-contained VR application allowing the user to build and custom a relaxation session, with options to vary session length (9-20 minutes), music/sound, relaxation exercises, and specific nature environment (three available) including time of day and events (e.g. rain). Delivered using an Oculus Go devices in kiosk-mode.

Interventions

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CalmPlace

Self-contained VR application allowing the user to build and custom a relaxation session, with options to vary session length (9-20 minutes), music/sound, relaxation exercises, and specific nature environment (three available) including time of day and events (e.g. rain). Delivered using an Oculus Go devices in kiosk-mode.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Patient at Maria Ungdom inpatient ward.
* Sufficient grasp of Swedish to understand terms of study participation and intervention instructions.

Exclusion Criteria

* Self-reported stereoscopic vision or balance problems hindering VR experience.
* Self-reported history of repeated violent outbursts when using technology.
Minimum Eligible Age

15 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Stockholm University

OTHER

Sponsor Role collaborator

Karolinska Institutet

OTHER

Sponsor Role lead

Responsible Party

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Philip Lindner

Head of Research and Development, Maria Ungdom Clinic

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Philip Lindner, PhD

Role: PRINCIPAL_INVESTIGATOR

Karolinska Institutet

Locations

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Maria Ungdom HeldygnsvƄrd

Stockholm, , Sweden

Site Status

Countries

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Sweden

References

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Lindner P, Miloff A, Hamilton W, Carlbring P. The Potential of Consumer-Targeted Virtual Reality Relaxation Applications: Descriptive Usage, Uptake and Application Performance Statistics for a First-Generation Application. Front Psychol. 2019 Feb 4;10:132. doi: 10.3389/fpsyg.2019.00132. eCollection 2019.

Reference Type BACKGROUND
PMID: 30778311 (View on PubMed)

Other Identifiers

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Virtuella Lugna rummet

Identifier Type: -

Identifier Source: org_study_id

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