Extended Reality Behavioral Activation: An Intervention for Major Depressive Disorder
NCT ID: NCT05525390
Last Updated: 2025-09-22
Study Results
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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COMPLETED
NA
26 participants
INTERVENTIONAL
2022-12-19
2023-07-24
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
NONE
Study Groups
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Traditional Behavioral Activation
Participants randomized to this arm will perform all of their behavioral activation in real life. Participants will meet with the clinician once a week for three weeks (4 sessions). In between weekly therapy sessions, participants will pick four pleasurable or mastery activities to perform in real life. Participants will complete the PHQ-9 and their activity monitoring and scheduling on separate worksheets.
Traditional Behavioral Activation
Participants will choose at least four pleasurable and/or mastery activities to complete over the course of the week in real life.
XR-Enhanced Behavioral Activation
Participants randomized to this arm will perform all of their behavioral activation in extended reality (XR). Participants will meet with the clinician once a week for three weeks (4 sessions). In between weekly therapy sessions, participants will pick at least four pleasurable activities to enjoy in extended reality. Participants will complete their post-XR surveys and add and schedule activities on separate worksheets.
Extended Reality-Enhanced Behavioral Activation
Participants will choose at least four "activities" to complete in Oculus extended reality over the course of the week. These activities are chosen from the Oculus and may include video 360, social interactions, gaming, etc.
Interventions
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Extended Reality-Enhanced Behavioral Activation
Participants will choose at least four "activities" to complete in Oculus extended reality over the course of the week. These activities are chosen from the Oculus and may include video 360, social interactions, gaming, etc.
Traditional Behavioral Activation
Participants will choose at least four pleasurable and/or mastery activities to complete over the course of the week in real life.
Eligibility Criteria
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Inclusion Criteria
* Patient must be at least 18 years of age
* Patient must be English speaking
Exclusion Criteria
* Any psychosis or bipolar disorder
* Any seizure in the last 6 months or untreated epilepsy
* Current nonsuicidal self-injury or parasuicidal behavior
* Current suicidal urges and intent
* Changing psychotherapy treatment within four months of study entry
* Changing psychotropic medication(s) within two months of study entry
18 Years
ALL
No
Sponsors
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Stanford University
OTHER
Responsible Party
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Margot Paul, PsyD
Postdoctoral Fellow
Principal Investigators
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Margot D Paul, Psy.D.
Role: PRINCIPAL_INVESTIGATOR
Stanford University
Kim Bullock, M.D.
Role: STUDY_CHAIR
Stanford University
Locations
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Stanford University
Stanford, California, United States
Countries
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References
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Paul M, Bullock K, Bailenson J, Burns D. Examining the Efficacy of Extended Reality-Enhanced Behavioral Activation for Adults With Major Depressive Disorder: Randomized Controlled Trial. JMIR Ment Health. 2024 Apr 15;11:e52326. doi: 10.2196/52326.
Related Links
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Related Info
Other Identifiers
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66488
Identifier Type: -
Identifier Source: org_study_id
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