Virtual Reality Compared to Screen Based Engagement on Mood
NCT ID: NCT05249582
Last Updated: 2024-09-19
Study Results
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View full resultsBasic Information
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COMPLETED
NA
64 participants
INTERVENTIONAL
2022-01-29
2022-09-01
Brief Summary
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Digital interventions provide a unique opportunity to increase widespread accessibility of treatment at reduced and scalable costs. Virtual reality is a newer type of digital intervention that consists of providing experiences for individuals that are different from the physical environment they are currently in. Through audio and visual displays, virtual reality creates a sense of presence, or the experience of immersion, with an environment. Virtual reality has been used in a variety of clinical psychology areas such as training, assessment, and treatment of mental health disorders and other medical conditions. Despite research finding efficacy for virtual reality with anxiety and PTSD, few studies have examined the impact of virtual reality on depressive disorders and low mood. Of studies that have looked at mood changes, most studies measured indirect measures of mood such as energy levels which leads to a gap of research on the efficacy of virtual reality with low mood.
The present study aims to examine if virtual reality exergames improve participant's mood and affect. Additionally, the study will determine if there are different effects of presence, depressive symptoms, and technology familiarity on mood. Furthermore, the study will examine helpfulness and satisfaction to examine usability of virtual reality as a medium for clinical intervention.
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
OTHER
NONE
Study Groups
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Virtual Reality Condition
Participants will be using a virtual reality headset to engage with a mountain climbing game.
Virtual Reality
Virtual reality wireless headset
Control Condition
Participants will be mimicking hand movements displayed on a television screen.
Television Condition
Individuals will mimic hand movements of a pre-recorded video of an individual playing the virtual reality climbing game
Interventions
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Virtual Reality
Virtual reality wireless headset
Television Condition
Individuals will mimic hand movements of a pre-recorded video of an individual playing the virtual reality climbing game
Eligibility Criteria
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Inclusion Criteria
Exclusion Criteria
* Individuals who can not read English
* Individuals who are not United States residents
* Individuals who endorse a history of motion sickness, nausea, migraines, headaches, balance issues, dizziness, epilepsy, neurological conditions where visual stimuli may trigger seizures or other issues, pregnancy, recent concussions, recent illness, recent contagious condition, or other conditions where dizziness, nausea, or headaches are present
18 Years
64 Years
ALL
Yes
Sponsors
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Palo Alto University
OTHER
Responsible Party
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Erick Kim
Ph.D. Doctoral Candidate in Clinical Psychology
Principal Investigators
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Eduardo Bunge, Ph.D.
Role: PRINCIPAL_INVESTIGATOR
Palo Alto University
Erick Kim, M.S.
Role: PRINCIPAL_INVESTIGATOR
Palo Alto University
Locations
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Palo Alto University
Los Altos, California, United States
Countries
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Provided Documents
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Document Type: Study Protocol and Statistical Analysis Plan
Other Identifiers
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2021-075
Identifier Type: -
Identifier Source: org_study_id
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