Gamified Digital Intervention to Enhance the Efficacy of Exposure Therapy for OCD

NCT ID: NCT05850312

Last Updated: 2025-05-09

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

Get a concise snapshot of the trial, including recruitment status, study phase, enrollment targets, and key timeline milestones.

Recruitment Status

NOT_YET_RECRUITING

Clinical Phase

NA

Total Enrollment

10 participants

Study Classification

INTERVENTIONAL

Study Start Date

2025-06-30

Study Completion Date

2026-06-30

Brief Summary

Review the sponsor-provided synopsis that highlights what the study is about and why it is being conducted.

Aim 1 - Clinically analyze the game Militant of the Maze (MoM) as a vehicle for Exposure Theory, including, play, observation, and feedback from five clinicians. MoM, developed in our lab, emphasizes the significance of controlled alternation, while achieving a goal of an individual suffering from OCD who considers that there is only one optimal way of solving a problem. Since this game is already developed in the PI's research lab, this can accommodate OCD treatment strategies, a significant amount of time can be conserved. While the game runs on hand-held devices, all proposed subject testing will be conducted in the laboratory.

Aim 2: Based on the feedback, modifications will be made in MoM to inject narrative, mechanics, and gameplay to address the features of Exposure Therapy that aims to deal with the ob- session/compulsion of cleanliness. One of the key mechanisms of this game will be exposing the patients to simulated human sneezing by using animated splashes of droplets on the screen that the patent will need to wipe without becoming agitated.

Aim 3: Once the game is developed, another round of laboratory case study will be conducted. In the first phase of this round of study, 5 clinicians will play the game to evaluate the revised game MoMG. In the next phase, 5 carefully-selected non-clinician participants will play the game. under real-time observation of clinicians, to ensure that subjects experience no harm, and that the gameplay is interesting and enjoyable. Observational data, including stress measures such as real- time heart rate will be collected, along with verbal protocol and video recording for further analysis, game enhancement, and testing as an exposure therapy mechanism.

Detailed Description

Dive into the extended narrative that explains the scientific background, objectives, and procedures in greater depth.

A laboratory experiment will be conducted to analyze the playability and feasibility of the proposed game as an effective tool of Exposure Therapy to treat people with cleanliness OCD. The experimental procedure will include the following 3 steps-

1. Initially the aim is to recruit 5 clinicians to play the existing MoM game in a controlled environment. The goal is to congregate their collective feedback about the existing game as well as additional features that needs to be implemented to comprise Exposure Therapy to treat OCD with cleanliness. In addition, a feasibility analysis will be conducted to the proposed gameplay. With these assessments, implementation process will be initiated.
2. A newer and updated version of the game MoM will be implemented based on the outcome of the analysis conducted in the first phase of this experiment. Upon the completion of the development procedure several test runs will be operated to ensure the playability and quality of the game.
3. A second round of data collection will be conducted with a sample size of 10 subjects. In this second round in is intended to recruit both clinicians and non-clinicians as participants of the study. While recruiting, it will be ensured none of the the participants have OCD or other germaphobia. This experiment as well will be conducted in a controlled environment with a goal to ensure that this game does not harm any individual and the gameplay is enjoyable. Data will be collected through various media. Players' certain actions and interactions (e.g. cognitive pause) will be logged in the back end during the gameplay. After certain gameplay, the players' will be provided survey questionnaires, which will long their positive and negative experience and the intrinsic motivation of the gameplay. In addition, to avoid any bias, observational data will be logged through video recording.

Conditions

See the medical conditions and disease areas that this research is targeting or investigating.

Experimental Video Games Behavioral Assessment

Study Design

Understand how the trial is structured, including allocation methods, masking strategies, primary purpose, and other design elements.

Allocation Method

NON_RANDOMIZED

Intervention Model

SEQUENTIAL

Primary Study Purpose

DEVICE_FEASIBILITY

Blinding Strategy

NONE

Study Groups

Review each arm or cohort in the study, along with the interventions and objectives associated with them.

Round 1

Initially the aim is to recruit 5 clinicians to play the existing MoM game in a controlled environment. The goal is to congregate their collective feedback about the existing game as well as additional features that needs to be implemented to comprise Exposure Therapy to treat OCD with cleanliness. In addition, a feasibility analysis will be conducted to the proposed gameplay described in section 3.1.1. With these assessments, implementation process will be initiated.

Group Type EXPERIMENTAL

Gamified Digital Intervention - Feasibility Analysis on MoM

Intervention Type DEVICE

In first round we aim to clinically analyze the game Militant of the Maze (MoM) as a vehicle for Exposure Theory, including, play, observation, and feedback from five clinicians.

Round 2

A second round of data collection will be conducted with a sample size of 10 subjects (5 clinicians and 5 non-clinician adults). In this second round it is intended to recruit both clinicians and non-clinicians as participants of the study. In the first phase of this study, the clinicians will play the game MoMG to carefully review the revised version of the game. In the second phase the non-clinicians will play the game in presence of clinicians with a goal to ensure that this game does not harm and the gameplay is enjoyable to the participants. While recruiting the non clinicians, it will be ensured via screening that none of the the participants have OCD or other germaphobia.

Group Type EXPERIMENTAL

Gamified Digital Intervention

Intervention Type DEVICE

In the first phase of round 2 of the study, 5 clinicians will play the game to evaluate the revised game MoMG. In the next phase, 5 carefully-selected non-clinician participants will play the game. under real-time observation of clinicians, to ensure that subjects experience no harm, and that the gameplay is interesting and enjoyable.

Interventions

Learn about the drugs, procedures, or behavioral strategies being tested and how they are applied within this trial.

Gamified Digital Intervention - Feasibility Analysis on MoM

In first round we aim to clinically analyze the game Militant of the Maze (MoM) as a vehicle for Exposure Theory, including, play, observation, and feedback from five clinicians.

Intervention Type DEVICE

Gamified Digital Intervention

In the first phase of round 2 of the study, 5 clinicians will play the game to evaluate the revised game MoMG. In the next phase, 5 carefully-selected non-clinician participants will play the game. under real-time observation of clinicians, to ensure that subjects experience no harm, and that the gameplay is interesting and enjoyable.

Intervention Type DEVICE

Other Intervention Names

Discover alternative or legacy names that may be used to describe the listed interventions across different sources.

Gamified Digital Intervention - Analyzing MoMG

Eligibility Criteria

Check the participation requirements, including inclusion and exclusion rules, age limits, and whether healthy volunteers are accepted.

Inclusion Criteria

* Must be a clinician (for Group 1)
* Must be an adult with no symptom of OCD/phobia (for Group 2)

Exclusion Criteria

* Less than 18 years of age
Minimum Eligible Age

18 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

Meet the organizations funding or collaborating on the study and learn about their roles.

Idaho State University

OTHER

Sponsor Role lead

Responsible Party

Identify the individual or organization who holds primary responsibility for the study information submitted to regulators.

Responsibility Role SPONSOR

Principal Investigators

Learn about the lead researchers overseeing the trial and their institutional affiliations.

Farjana Z Eishita, PhD

Role: PRINCIPAL_INVESTIGATOR

Assistant Professor

Central Contacts

Reach out to these primary contacts for questions about participation or study logistics.

Farjana Z Eishita, PhD

Role: CONTACT

(208) 282-3302

Rick Pongratz, PhD

Role: CONTACT

(208) 282-2130

References

Explore related publications, articles, or registry entries linked to this study.

Gavin Andrews. Clinical handbook of psychological disorders: a step-by-step treatment manual (4th edn) edited by david h. barlow. guilford press. 2007. 689pp. isbn: 9781593855727. The British Journal of Psychiatry, 194(5):473-473, 2009.

Reference Type BACKGROUND

David H Barlow. Clinical handbook of psychological disorders: A step-by-step treatment manual. Guilford publications, 2021.

Reference Type BACKGROUND

T Atilla Ceranoglu. Video games in psychotherapy. Review of General Psychology, 14(2):141-146, 2010.

Reference Type BACKGROUND

Rachel K Chesham, John M Malouff, and Nicola S Schutte. Meta-analysis of the efficacy of virtual reality exposure therapy for social anxiety. Behaviour Change, 35(3):152-166, 2018.

Reference Type BACKGROUND

Fleming TM, Bavin L, Stasiak K, Hermansson-Webb E, Merry SN, Cheek C, Lucassen M, Lau HM, Pollmuller B, Hetrick S. Serious Games and Gamification for Mental Health: Current Status and Promising Directions. Front Psychiatry. 2017 Jan 10;7:215. doi: 10.3389/fpsyt.2016.00215. eCollection 2016.

Reference Type BACKGROUND
PMID: 28119636 (View on PubMed)

Julian Frommel, Martin Dechant, and Regan Mandryk. The potential of game streaming as exposure therapy for social anxiety. Proc. ACM Hum.-Comput. Interact., Vol. 5, No. CHI PLAY,, 2021.

Reference Type BACKGROUND

Goodman WK, Price LH, Rasmussen SA, Mazure C, Fleischmann RL, Hill CL, Heninger GR, Charney DS. The Yale-Brown Obsessive Compulsive Scale. I. Development, use, and reliability. Arch Gen Psychiatry. 1989 Nov;46(11):1006-11. doi: 10.1001/archpsyc.1989.01810110048007.

Reference Type BACKGROUND
PMID: 2684084 (View on PubMed)

Granic I, Lobel A, Engels RC. The benefits of playing video games. Am Psychol. 2014 Jan;69(1):66-78. doi: 10.1037/a0034857. Epub 2013 Dec 2.

Reference Type BACKGROUND
PMID: 24295515 (View on PubMed)

Ho CS, Chee CY, Ho RC. Mental Health Strategies to Combat the Psychological Impact of Coronavirus Disease 2019 (COVID-19) Beyond Paranoia and Panic. Ann Acad Med Singap. 2020 Mar 16;49(3):155-160. No abstract available.

Reference Type BACKGROUND
PMID: 32200399 (View on PubMed)

Horne-Moyer HL, Moyer BH, Messer DC, Messer ES. The use of electronic games in therapy: a review with clinical implications. Curr Psychiatry Rep. 2014 Dec;16(12):520. doi: 10.1007/s11920-014-0520-6.

Reference Type BACKGROUND
PMID: 25312026 (View on PubMed)

Krzyszkowiak W, Kuleta-Krzyszkowiak M, Krzanowska E. Treatment of obsessive-compulsive disorders (OCD) and obsessive-compulsive-related disorders (OCRD). Psychiatr Pol. 2019 Aug 31;53(4):825-843. doi: 10.12740/PP/105130. Epub 2019 Aug 31. English, Polish.

Reference Type BACKGROUND
PMID: 31760412 (View on PubMed)

Lau HM, Smit JH, Fleming TM, Riper H. Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis. Front Psychiatry. 2017 Jan 18;7:209. doi: 10.3389/fpsyt.2016.00209. eCollection 2016.

Reference Type BACKGROUND
PMID: 28149281 (View on PubMed)

Liu W, Zhang H, He Y. Variation in Obsessive-Compulsive Disorder Symptoms and Treatments: A Side Effect of COVID-19. Int J Environ Res Public Health. 2021 Jul 12;18(14):7420. doi: 10.3390/ijerph18147420.

Reference Type BACKGROUND
PMID: 34299871 (View on PubMed)

Regan L Mandryk, Max V Birk, Adam Lobel, Marieke van Rooij, Isabela Granic, and Vero Van- den Abeele. Games for the assessment and treatment of mental health. In Extended Abstracts Pub- lication of the Annual Symposium on Computer-Human Interaction in Play, pages 673-678. ACM, 2017.

Reference Type BACKGROUND

McKay D, Minaya C, Storch EA. Conducting exposure and response prevention treatment for contamination fears during COVID-19: The behavioral immune system impact on clinician approaches to treatment. J Anxiety Disord. 2020 Aug;74:102270. doi: 10.1016/j.janxdis.2020.102270. Epub 2020 Jul 1.

Reference Type BACKGROUND
PMID: 32650220 (View on PubMed)

Ornell F, Braga DT, Bavaresco DV, Francke ID, Scherer JN, von Diemen L, Kessler FHP. Obsessive-compulsive disorder reinforcement during the COVID-19 pandemic. Trends Psychiatry Psychother. 2021 Apr-Jun;43(2):81-84. doi: 10.47626/2237-6089-2020-0054. Epub 2021 Jan 22.

Reference Type BACKGROUND
PMID: 33503168 (View on PubMed)

Pandita S, Mishra HG, Chib S. Psychological impact of covid-19 crises on students through the lens of Stimulus-Organism-Response (SOR) model. Child Youth Serv Rev. 2021 Jan;120:105783. doi: 10.1016/j.childyouth.2020.105783. Epub 2020 Dec 5.

Reference Type BACKGROUND
PMID: 33518862 (View on PubMed)

Rus-Calafell M, Gutierrez-Maldonado J, Botella C, Banos RM. Virtual reality exposure and imaginal exposure in the treatment of fear of flying: a pilot study. Behav Modif. 2013 Jul;37(4):568-90. doi: 10.1177/0145445513482969. Epub 2013 Apr 12.

Reference Type BACKGROUND
PMID: 23585557 (View on PubMed)

Suso-Ribera C, Fernandez-Alvarez J, Garcia-Palacios A, Hoffman HG, Breton-Lopez J, Banos RM, Quero S, Botella C. Virtual Reality, Augmented Reality, and In Vivo Exposure Therapy: A Preliminary Comparison of Treatment Efficacy in Small Animal Phobia. Cyberpsychol Behav Soc Netw. 2019 Jan;22(1):31-38. doi: 10.1089/cyber.2017.0672. Epub 2018 Oct 18.

Reference Type BACKGROUND
PMID: 30335525 (View on PubMed)

Rifat Ara Tasnim and Farjana Z Eishita. Mom an effort to comprising cbt in digital gaming. In 2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH), pages 1-8. IEEE, 2020.

Reference Type BACKGROUND

NAUvais.Obsessive-compulsivedisorderfollowingcovid-19infection.ThePrimaryCareCompanion for CNS Disorders, 23(6):38521, 2021.

Reference Type BACKGROUND

Other Identifiers

Review additional registry numbers or institutional identifiers associated with this trial.

IRB-FY2023-154

Identifier Type: -

Identifier Source: org_study_id

More Related Trials

Additional clinical trials that may be relevant based on similarity analysis.

The Effect of Dual Attention in an EMDR Intervention
NCT05600868 ENROLLING_BY_INVITATION NA
Groups for Regaining Our Wellbeing (GROW)
NCT01971541 WITHDRAWN PHASE2/PHASE3