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N/A N=64 Randomized Other

Virtual Reality Compared to Screen Based Engagement on Mood

Virtual Reality

Enrolled (actual)
64
Serious AEs
0.0%
Results posted
Sep 2024
Primary outcome: Primary: Change in Positive Affect and Negative Affect From Baseline to After a 2 Minute Mood Induction — 3.7; 4.63; 1.97; 1.56 units on a scale

Study Design & Population

Study type
Interventional
Phase
N/A
Interventions
Virtual Reality (Other); Television Condition (Other)
Age
Adult · 18+ yrs
Sex
All
Sponsor
Palo Alto University
Primary completion
Sep 2022

Outcome Measures

OutcomeResultp-value
PRIMARY
Change in Positive Affect and Negative Affect From Baseline to After a 2 Minute Mood Induction
3.7; 4.63; 1.97; 1.56
PRIMARY
Change in Positive Affect and Negative Affect From Mood Induction to After Condition Completion
8.68; 5.5; .21; 2.92
SECONDARY
Temple Presence Inventory Score Total
5.71; 3.63; 6.25; 3.89
SECONDARY
Patient Health Questionnaire Depression Scale Total
3.21; 4.07
SECONDARY
Affinity for Technology Interaction Scale Total Score
4; 3.86

Summary

Depression has a lifetime prevalence rate of 20.6% and has one of the highest prevalence rates of mental health disorders. Major depressive disorder can lead to higher costs of living for individuals as well as a larger economic decrease associated with inability to work. Current treatment targets one of the two core symptoms of depression of decreased mood or loss of interest in activities. However, current treatment models are not enough because there are more individuals who require treatment than treatment opportunities which creates inequities of care. 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.

Eligibility Criteria

Inclusion Criteria

  • Any individuals who are a general adult population (18-64), be able to read English, and United States Residents. Individuals must be able to read English as all surveys are provided in English.

Exclusion Criteria

  • Individuals who are not part of the general adult population
  • 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
View full record on ClinicalTrials.gov →

Data sourced from ClinicalTrials.gov (NCT05249582). Outcome figures and adverse-event rates are extracted automatically from the registry's posted results and are provided for clinician reference, not as a substitute for the primary publication.

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