NCT04268316

Brief Summary

The primary purpose of this study is to test the safety and feasibility of virtual reality (VR) technology in the use of behavioral activation (BA) as a treatment for major depressive disorder (MDD). The secondary purpose of this study is to examine whether any evidence of clinical efficacy exists for VR delivered BA.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
20

participants targeted

Target at below P25 for not_applicable major-depressive-disorder

Timeline
Completed

Started May 2020

Shorter than P25 for not_applicable major-depressive-disorder

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

First Submitted

Initial submission to the registry

February 5, 2020

Completed
8 days until next milestone

First Posted

Study publicly available on registry

February 13, 2020

Completed
3 months until next milestone

Study Start

First participant enrolled

May 18, 2020

Completed
8 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

January 15, 2021

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

January 15, 2021

Completed
4 months until next milestone

Results Posted

Study results publicly available

May 10, 2021

Completed
Last Updated

June 2, 2021

Status Verified

May 1, 2021

Enrollment Period

8 months

First QC Date

February 5, 2020

Results QC Date

April 13, 2021

Last Update Submit

May 8, 2021

Conditions

Keywords

virtual realitybehavioral activationdepression

Outcome Measures

Primary Outcomes (7)

  • Participant's Desire to Continue Using VR After the Study Ends

    This outcome was measured using the "Intention to use Technology " questions of the Technology Acceptance Model questionnaire. These are questions 11, 12, and 13 and allow participants the option of circling Strongly Disagree (0), Disagree (1), Neutral (2), Agree (3), or Strongly Agree (4). With 3 questions, the total range was 0-12 (higher scores indicate greater acceptance).

    Assessed at the end of week 3, after session 4

  • Number of Participants Who Dropped Out of Each Study Arm

    Participant treatment dropout was compared across each study arm. This was reported as the count of participants who discontinued the study for any reason.

    3-weeks

  • Participant's Satisfaction With the VR-BA Treatment

    This outcome was measured using the "Attitudes Toward Use " questions of the Technology Acceptance Model questionnaire. These are questions 7, 8, 9, and 10 and allow participants the option of circling Strongly Disagree (0), Disagree (1), Neutral (2), Agree (3), or Strongly Agree (4). With 4 questions, the total range was 0-16 (higher scores indicate greater acceptance).

    Assessed at the end of week 3, after session 4

  • Participant's Use of the VR Headset

    This was measured by noting the amount of times the VR headset is used during the 3-week study period.

    Assessed at the end of week 3, after session 4

  • Participant's Acceptance of VR-BA Treatment

    This was measured using the overall Technology Acceptance Model questionnaire, which encompasses 13 questions and allows participants the option of circling Strongly Disagree (0), Disagree (1), Neutral (2), Agree (3), or Strongly Agree (4), yielding a range of 0-52 (higher scores indicate greater acceptance).

    Assessed at the end of week 3, after session 4

  • How Well Can Participants Tolerate the VR-BA Treatment?

    This was determined by the Simulator Sickness Questionnaire, which names 16 adverse symptoms and asks participants to circle as compared to baseline: No more than usual (0), Slightly more than usual (1), Moderately more than usual (2), or Severely more than usual (3), yielding a range of 0-48 (lower scores indicate greater tolerability).

    Assessed at the end of week 3, after session 4

  • How Present Did Individuals in the VR-BA Treatment Feel?

    This was measured using the Presence Questionnaire, which asks three questions and asks the participants to circle either Not at all (0), Slightly (1), Moderately (2), Strongly (3), or Very Strongly (4), yielding a range of 0-12 (higher scores indicate greater presence).

    Assessed at the end of week 3, after session 4

Secondary Outcomes (1)

  • Change in Depression Scores on the PHQ-9 From Baseline to Session 4, Compared Across Three Study Arms

    Assessed at baseline and session 4.

Study Arms (3)

Virtual Reality Behavioral Activation

EXPERIMENTAL

Participants randomized to this arm will perform all of their behavioral activation in virtual reality. Participants will meet with the clinician once a week for three weeks (4 sessions). In between weekly therapy sessions, participants will pick four pleasurable activities to enjoy in virtual reality.

Device: Virtual Reality Behavioral Activation

Behavioral Activation in real-life

ACTIVE COMPARATOR

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.

Behavioral: Behavioral Activation in real-life

Waitlist Control

NO INTERVENTION

Participants randomized to this arm will not receive any type of intervention and will be asked to complete the PHQ-9 once a week for three weeks (4 sessions) to track symptoms. Participants will be offered to engage in behavioral activation in real life or with virtual reality when the four weeks are complete. Their data will only be used from the time they were on the waitlist.

Interventions

Participants will choose four "activities" to complete in virtual reality over the course of the week. These activities are video 360 and range from viewing animals, to viewing nature scenes, to traveling to a different location in the world, to viewing adrenaline-pumping activities.

Virtual Reality Behavioral Activation

Participants will choose four pleasurable and/or mastery activities to complete over the course of the week in real life.

Behavioral Activation in real-life

Eligibility Criteria

Age18 Years+
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Patient must meet DSM V criteria for MDD
  • Patient must be at least 18 years of age
  • Patient must be English speaking

You may not qualify if:

  • Substance Use Disorders in past year
  • Any psychosis or bipolar I disorder
  • Any seizure in the last 6 months or untreated epilepsy
  • Current nonsuicidal self-injury or parasuicidal behavior
  • Current suicidal urges and intent

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Stanford University

Palo Alto, California, 94304, United States

Location

Related Publications (2)

  • Paul M, Bullock K, Bailenson J. Virtual Reality Behavioral Activation as an Intervention for Major Depressive Disorder: Case Report. JMIR Ment Health. 2020 Nov 3;7(11):e24331. doi: 10.2196/24331.

  • Paul M, Bullock K, Bailenson J. Virtual Reality Behavioral Activation for Adults With Major Depressive Disorder: Feasibility Randomized Controlled Trial. JMIR Ment Health. 2022 May 6;9(5):e35526. doi: 10.2196/35526.

MeSH Terms

Conditions

Depressive Disorder, MajorDepression

Condition Hierarchy (Ancestors)

Depressive DisorderMood DisordersMental DisordersBehavioral SymptomsBehavior

Limitations and Caveats

This study did not enroll to its planned sample size of 30.

Results Point of Contact

Title
Margot Paul
Organization
Stanford University

Study Officials

  • Kim Bullock, MD

    Stanford University

    STUDY DIRECTOR
  • Margot Paul, MS

    Stanford University

    PRINCIPAL INVESTIGATOR

Publication Agreements

PI is Sponsor Employee
Yes

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
TREATMENT
Intervention Model
PARALLEL
Model Details: Participants will be randomized to either BA in VR, BA in real-life, or a waitlist control group.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Principle Investigator

Study Record Dates

First Submitted

February 5, 2020

First Posted

February 13, 2020

Study Start

May 18, 2020

Primary Completion

January 15, 2021

Study Completion

January 15, 2021

Last Updated

June 2, 2021

Results First Posted

May 10, 2021

Record last verified: 2021-05

Data Sharing

IPD Sharing
Will not share

No current plan to share data.

Locations