Virtual Reality Compared to Screen Based Engagement on Mood
The Effect of a Virtual Reality Exergame on Mood
1 other identifier
interventional
64
1 country
1
Brief 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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Jan 2022
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
January 29, 2022
CompletedFirst Submitted
Initial submission to the registry
February 1, 2022
CompletedFirst Posted
Study publicly available on registry
February 21, 2022
CompletedPrimary Completion
Last participant's last visit for primary outcome
September 1, 2022
CompletedStudy Completion
Last participant's last visit for all outcomes
September 1, 2022
CompletedResults Posted
Study results publicly available
September 19, 2024
CompletedSeptember 19, 2024
September 1, 2024
7 months
February 1, 2022
September 5, 2022
September 16, 2024
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Change in Positive Affect and Negative Affect From Baseline to After a 2 Minute Mood Induction
There are twenty total items of the Positive and Negative Affect Schedule. The Positive and Negative Affect Schedule has two subscales, negative affect and positive affect, that consist of 10 items each on a 5-point likert scale from 1 (very slightly or not at all) to 5 (extremely). The PANAS has different time instructions based on when the researcher would like to measure affect and the moment instruction was used. The minimum value for each subscale is 1 and the maximum for each subscale is 5. Each subscale is calculated from an average of 10 items that compose of the subscale. Higher scores indicate more endorsement of positive affect or negative affect depending on the subscale endorsed. Individuals were provided the Positive and Negative Affect Schedule at baseline and after completion 2 minute of mood induction.
Baseline to after 2 minutes of mood induction
Change in Positive Affect and Negative Affect From Mood Induction to After Condition Completion
There are twenty total items of the Positive and Negative Affect Schedule. The Positive and Negative Affect Schedule has two subscales, negative affect and positive affect, that consist of 10 items each on a 5-point likert scale from 1 (very slightly or not at all) to 5 (extremely). The PANAS has different time instructions based on when the researcher would like to measure affect and the moment instruction was used. The minimum total value for both positive and negative affect subscales is 10 and the maximum total value for each subscale is 50. Higher scores indicate more endorsement of positive affect or negative affect depending on the subscale endorsed. Participants were measured after mood induction and after completion of the virtual reality or control condition. A change in score was calculated by subtracting the total value of the negative subscale before and after the time point and subtracting the total value of the positive subscale before and after the time point.
Mood induction to after an average of 15 minutes of virtual reality or control condition
Secondary Outcomes (3)
Temple Presence Inventory Score Total
One measure after approximately 30 minutes after start of study
Patient Health Questionnaire Depression Scale Total
Approximately 5 minutes after start of the study
Affinity for Technology Interaction Scale Total Score
Once approximately 30 minutes after start of study
Other Outcomes (4)
Change in Mood Rating Scale From Baseline to After 2 Minute Mood Induction
Baseline to 2 minute mood induction.
Change in Mood Rating Scale
Change in affect after average of 15 minutes of virtual reality or control condition
Media Feedback Questions Scores
Approximately 30 minutes after start of study
- +1 more other outcomes
Study Arms (2)
Virtual Reality Condition
EXPERIMENTALParticipants will be using a virtual reality headset to engage with a mountain climbing game.
Control Condition
ACTIVE COMPARATORParticipants will be mimicking hand movements displayed on a television screen.
Interventions
Individuals will mimic hand movements of a pre-recorded video of an individual playing the virtual reality climbing game
Eligibility Criteria
You may qualify if:
- 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.
You may not qualify if:
- 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
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Palo Alto University
Los Altos, California, 94022, United States
Results Point of Contact
- Title
- Erick Kim
- Organization
- Palo Alto University
Study Officials
- PRINCIPAL INVESTIGATOR
Eduardo Bunge, Ph.D.
Palo Alto University
- PRINCIPAL INVESTIGATOR
Erick Kim, M.S.
Palo Alto University
Publication Agreements
- PI is Sponsor Employee
- No
- Restrictive Agreement
- No
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- OTHER
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Ph.D. Doctoral Candidate in Clinical Psychology
Study Record Dates
First Submitted
February 1, 2022
First Posted
February 21, 2022
Study Start
January 29, 2022
Primary Completion
September 1, 2022
Study Completion
September 1, 2022
Last Updated
September 19, 2024
Results First Posted
September 19, 2024
Record last verified: 2024-09
Data Sharing
- IPD Sharing
- Will not share