Investigation of the Effects of Virtual Reality Applications on Individuals Diagnosed With Schizophrenia
NCT ID: NCT07027085
Last Updated: 2025-06-18
Study Results
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Basic Information
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ACTIVE_NOT_RECRUITING
NA
52 participants
INTERVENTIONAL
2025-06-02
2025-12-31
Brief Summary
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Detailed Description
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Social skills are one of the most frequently affected areas in schizophrenia and various impairments can be observed. Difficulty in social interactions, introversion and communication problems are frequently observed. Difficulty in understanding facial expressions, body language or tone of voice, decreased ability to understand the emotional states of others or avoidance of social interactions and isolation can be observed. Pinkham et al. stated that social cognition is a significant problem in schizophrenia and that this situation has a direct effect on social functioning. Individuals with schizophrenia also experience impairments in their ability to recognize and express emotions. Kohler et al. emphasized that emotional processing disorders in schizophrenia make social relationships even more difficult.
Schizophrenia can lead to significant impairments especially in cognitive areas and this can significantly affect the individual's daily life. For example; difficulty in focusing on a sustained task, deficiencies in the ability to retain and use instant information, or impairments in higher-level cognitive functions such as problem solving, planning, and decision making. A meta-analysis found that individuals with schizophrenia had significant disadvantages compared to healthy individuals in all cognitive areas. One study showed that parietal lobe functions (related to motor planning) may be impaired in individuals with schizophrenia and that this situation has effects on motor control. These problems reduce the quality of life of individuals with schizophrenia and make it difficult for them to reintegrate into society. Innovative approaches such as virtual reality offer promising solutions for rehabilitation in these areas.
Virtual reality (VR) is a technology in which users experience the feeling of being in three-dimensional environments created by computers. This technology abstracts the user from the physical world and includes them in a virtual world through special headsets and sensors.
Virtual reality technology is used in various fields today. In recent years, it has been increasingly used in medicine and psychology. It is especially effective as a rehabilitation and treatment tool in various disease groups. Virtual reality applications have various advantages and limitations. Advantages: Individuals receive therapy in a controlled environment, away from the risks they may encounter in the real world. Virtual reality environments offer more realistic and impressive experiences than traditional therapies. Applications can be customized according to the needs of individuals. Virtual reality devices objectively measure and record the individual's behaviors and reactions. Limitations: The cost of virtual reality equipment and access to technology may be limited. Some individuals may experience side effects such as dizziness or nausea in virtual environments. More research is needed on the long-term effectiveness of some applications. Virtual reality applications in schizophrenia are drawing attention as an innovative approach to improving individuals' cognitive, social and sensory functions. Such applications provide an effective alternative to traditional methods by allowing therapeutic interventions in a safe environment. Virtual reality targets several areas where individuals with schizophrenia have difficulties. These include; Social Skills: Provides safe practice of social interactions by simulating real-life social situations.
Sensory Processing and Sensitivity: Sensory tolerance is developed by exposure to environmental stimuli.
Cognitive Rehabilitation: Provides tasks that improve attention, memory, and executive functions.
Delusion and Hallucination Management: Therapies that strengthen the perception of reality are applied.
The available data on virtual reality applications are currently limited due to the small number of studies conducted on the subject, and more research is needed to better evaluate its effectiveness as a treatment. However, current evidence reveals its effectiveness and versatility in successfully treating a variety of psychotic symptoms, including delusions, hallucinations, or cognitive and social skills, and suggests virtual reality as a promising new branch of research and therapy. The existing literature agrees on the safety, tolerability, and long-term durability of the therapeutic effects achieved with virtual reality. Studies have reported a decrease in social anxiety and an increase in self-confidence.
For example, in a randomized controlled trial by Park et al. on the use of virtual reality in the treatment of social skills, it was reported that it showed significant improvements in speaking skills and also provided greater motivation for treatment. Freeman et al. developed a virtual reality application that allowed the individual to reframe these thoughts by interacting with an avatar associated with the content of the delusion. In another study, virtual reality application was found to be effective in reducing the intensity and distress of delusions. Effective results were obtained in virtual reality applications used to improve cognitive functions. La Paglia et al. conducted virtual reality training for cognitive rehabilitation targeting attention and executive functions in patients with schizophrenia. Rus-Calafell et al. suggested that virtual reality intervention could be applied to cognitive rehabilitation, social skills training interventions and virtual reality-assisted therapies for psychosis, could provide a valuable method for assessing the presence of symptoms and has the potential to facilitate learning new emotional and behavioral responses.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
SINGLE
Study Groups
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intervention group
virtual reality
The intervention group will be applied 14 sessions of virtual reality application, each session lasting 30 minutes and 2 sessions per week. The sessions will be held in a room allocated for this study in the community mental health center. The device on which the application will be made was determined as Meta Quest 3. The contents to be used in the device were determined to be in line with the areas to be examined.
control group
No interventions assigned to this group
Interventions
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virtual reality
The intervention group will be applied 14 sessions of virtual reality application, each session lasting 30 minutes and 2 sessions per week. The sessions will be held in a room allocated for this study in the community mental health center. The device on which the application will be made was determined as Meta Quest 3. The contents to be used in the device were determined to be in line with the areas to be examined.
Eligibility Criteria
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Inclusion Criteria
* Volunteering to participate in the study
* Being an adult between the ages of 18-65
* Not in an acute or exacerbated phase
* Scoring 19 or more on the Mini Mental State Examination
Exclusion Criteria
* Who are unable to give their own consent will not be included in the study.
18 Years
65 Years
ALL
No
Sponsors
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Nigde Omer Halisdemir University
OTHER
Responsible Party
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Fatıma Zehra Turan
Lecturer
Locations
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Niğde Ömer Halisdemir University
Niğde, , Turkey (Türkiye)
Countries
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References
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Erkoç Ş, Arkonaç O, Ataklı C, Özmen E. Pozitif semptomları değerlendirme ölçeğinin güvenilirliği ve geçerliliği. Düşünen Adam. 1991;4(2):20-4.
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Rus-Calafell M, Garety P, Sason E, Craig TJK, Valmaggia LR. Virtual reality in the assessment and treatment of psychosis: a systematic review of its utility, acceptability and effectiveness. Psychol Med. 2018 Feb;48(3):362-391. doi: 10.1017/S0033291717001945. Epub 2017 Jul 24.
La Paglia F, La Cascia C, Rizzo R, Sanna M, Cangialosi F, Sideli L, et al. Virtual Reality environments to rehabilitation attention deficits in schizophrenic patients. Annual Review of CyberTherapy and Telemedicine. 2016.
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Other Identifiers
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NiğdeOHU.OT.
Identifier Type: -
Identifier Source: org_study_id
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