Virtual Reality Exposure for Socially Anxious Adolescents
NCT ID: NCT06379633
Last Updated: 2024-04-23
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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RECRUITING
NA
120 participants
INTERVENTIONAL
2024-03-27
2026-06-30
Brief Summary
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It is predicted that both VRE and IVE will be more successful in decreasing social anxiety symptoms than the WL condition at post-assessment and that VRE will be as effective as in vivo in reducing social anxiety symptoms. Furthermore, it is expected that there will be no difference between the two active conditions in the long term (at 3- months \& 6-months follow up). Similar results are expected in the secondary outcome measures, intended to capture the participants' general well-being.
Moreover, the study has the following (secondary) objectives:
* To elucidate potential working mechanisms of VRE and IVE
* To identify predictors of adolescents' response to VRE and IVE
* To assess to what extent adolescents accept VRE and IVE and how they experience it
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Detailed Description
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At pre-assessment, all primary and secondary outcome measures and most of the predictors will be assessed approximately one week prior to the first session. The outcome measures will be re-assessed during the post-assessment (one week after the last session) and the follow up assessments (3-months \& 6-months following the post assessment). During the training sessions, measurements of the mechanisms, remaining predictors, and participant feedback will be acquired and at mid-assessment an additional measurement of the primary outcome measures (e.g., social anxiety measures) will be obtained. Moreover, a brief social anxiety measure will also be conducted on a weekly basis to record symptom-related changes from session to session. Following the training, a qualitative interview will be conducted. This semi-structured interview will be conducted in a convenience sample of participants from both active conditions (e.g., 10-16 participants per condition due to pragmatic considerations and based on general recommendations as to when theoretical data saturation can be reached) to investigate VRE's acceptability and to compare it to IVE. To decrease demand effects, the (online) interview will be conducted by an independent interviewer (e.g., not the therapist) and will be audio-taped so that the interviewer can focus solely on the interaction.
Moreover, in line with good clinical practice and individualized treatment, the specific nature and content of the exposure exercises will be determined for each participant individually by presenting them with an extensive list of the possible exercises (e.g., ordering food in a restaurant, asking a question in class, engaging in a group conversation) in combination with a functional analysis. To ensure that the active conditions are comparable, the IVE condition will be matched to the VRE condition in terms of exposure duration and homework assignments will not be actively encouraged in both conditions. The crucial difference between the two active conditions is that in the IVE condition the exercises take place in real life, whereas in VRE the exercises take place in virtual reality. For the WL condition, the (primary and secondary) outcome measures will be administered before, during, and after the given waiting period (i.e., duration of training sessions) at the same instances as with the active conditions. After that time, participants in the WL condition will have the opportunity to be randomized into IVE and VRE.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
SINGLE
Study Groups
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Virtual reality exposure (VRE)
Participants in the VRE condition will be exposed to various VR-based one-on-one and group social interactions which tend to elicit anxiety. That is, commonly feared situations and events (e.g., raising your hand in class, saying no to a friend, ordering food at a restaurant, calling a classmate to invite them to hang out) will be recreated in the virtual environments. Exercises will be tailored to the participant and provided by clinical psychologists under supervision of experienced CBT therapists (and supervisors). To deliver VRE we will utilize a dynamic and interactive VR-software called 'Social Worlds' developed by CleVR. It has various functions and capabilities (e.g., role-playing, walking around, change of perspective, alteration of dialogue style, number of avatars present in the virtual environment) which enables individualized exposure.
(Virtual reality) exposure
Exposure in virtual reality involves the confrontation with fear-evoking situations which are generated by a computer using VR technology.
In vivo exposure (IVE)
Similarly to VRE, participants in the IVE condition will be exposed to various one-on-one and group social interactions which tend to elicit anxiety, but they will do so in real-life. The exposure exercises here also will be determined in consultation with the participant. Depending on the given exposure exercise, exposure will either take place at the training location or in its neighborhood (e.g., nearby supermarkets, subway stations, cafes, buses). Exercises will be tailored to the participant and provided by clinical psychologists under supervision of experienced CBT therapists (and supervisors). Importantly, participants will undergo the same amount of exposure sessions as in the VRE condition (to keep exposure time constant).
In vivo exposure
Exposure in vivo involves the confrontation with fear-evoking situations in real life.
Waitlist
The participants in the WL condition will complete the assessments at the same time points as in the active conditions but will not receive any of the sessions until post-assessment has been completed. Then they will be randomly assigned to one of the two active conditions (VRE or IVE).
No interventions assigned to this group
Interventions
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In vivo exposure
Exposure in vivo involves the confrontation with fear-evoking situations in real life.
(Virtual reality) exposure
Exposure in virtual reality involves the confrontation with fear-evoking situations which are generated by a computer using VR technology.
Eligibility Criteria
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Inclusion Criteria
* Fluent in Dutch
* 12-16 years old
Exclusion
* Severe social anxiety disorder
* Severe depression
* Psychotic symptoms
* Severe suicidal thoughts and / or severe self-harm
* Severe substance use
* Benzodiazepine use and / or a change of psychoactive medication usage (dose, type)
* Autism spectrum disorder (ASD) diagnosis
* Current ongoing psychological treatment (or waitlisted) for anxiety disorders and or depression
* Other urgent psychopathologies and/or mismatch between participants' clinical presentation and the offered training
* Exposure therapy for social anxiety disorder in the past 2 years
* Another person from the same household is participating in the study
* Eligible for VR as per the following criteria:
* History of extreme/severe motion sickness (e.g., car sick, sea-sick) and / or experiencing extreme/severe symptoms of motion sickness during 3D movies
* Stereoscopic vision problem or a balance problem that would hinder the VR experience;
* History of seizures, seizure disorder or epilepsy
12 Years
16 Years
ALL
No
Sponsors
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Utrecht University
OTHER
KU Leuven
OTHER
Responsible Party
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Dirk Hermans
Full professor, PhD
Principal Investigators
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Dirk Hermans, PhD
Role: PRINCIPAL_INVESTIGATOR
KU Leuven
Locations
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Psychological Institute (PSI) of KU Leuven
Leuven, , Belgium
Countries
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Central Contacts
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Facility Contacts
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References
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Uduwa Vidanalage ES, De Lee J, Hermans D, Engelhard IM, Scheveneels S, Meyerbroker K. VIRTUS: virtual reality exposure training for adolescents with social anxiety - a randomized controlled trial. BMC Psychiatry. 2025 Apr 18;25(1):401. doi: 10.1186/s12888-025-06756-w.
Other Identifiers
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s67010
Identifier Type: -
Identifier Source: org_study_id
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