Virtual Reality Behavioral Activation: An Intervention for Major Depressive Disorder
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Detailed Description
Study Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Locations
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California
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Palo Alto, California, United States, 94304
- Stanford University
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-
Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
- Patient must meet DSM V criteria for MDD
- Patient must be at least 18 years of age
- Patient must be English speaking
Exclusion Criteria:
- 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
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Treatment
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
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Experimental: Virtual Reality Behavioral Activation
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.
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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.
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Active Comparator: Behavioral Activation in real-life
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.
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Participants will choose four pleasurable and/or mastery activities to complete over the course of the week in real life.
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No Intervention: Waitlist Control
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.
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What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Number of Participants Who Dropped Out of Each Study Arm
Time Frame: 3-weeks
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Participant treatment dropout was compared across each study arm.
This was reported as the count of participants who discontinued the study for any reason.
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3-weeks
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Participant's Desire to Continue Using VR After the Study Ends
Time Frame: Assessed at the end of week 3, after session 4
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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).
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Assessed at the end of week 3, after session 4
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Participant's Satisfaction With the VR-BA Treatment
Time Frame: Assessed at the end of week 3, after session 4
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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).
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Assessed at the end of week 3, after session 4
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Participant's Use of the VR Headset
Time Frame: Assessed at the end of week 3, after session 4
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This was measured by noting the amount of times the VR headset is used during the 3-week study period.
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Assessed at the end of week 3, after session 4
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Participant's Acceptance of VR-BA Treatment
Time Frame: Assessed at the end of week 3, after session 4
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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).
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Assessed at the end of week 3, after session 4
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How Well Can Participants Tolerate the VR-BA Treatment?
Time Frame: Assessed at the end of week 3, after session 4
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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).
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Assessed at the end of week 3, after session 4
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How Present Did Individuals in the VR-BA Treatment Feel?
Time Frame: Assessed at the end of week 3, after session 4
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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).
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Assessed at the end of week 3, after session 4
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Secondary Outcome Measures
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Change in Depression Scores on the PHQ-9 From Baseline to Session 4, Compared Across Three Study Arms
Time Frame: Assessed at baseline and session 4.
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How participants' depression scores on the Patient Health Questionnaire (PHQ-9) change over time using VR-BA compared to BA in real life and a waitlist control.
The PHQ-9 is a 9-question screener with a score range of 0-29, with 29 indicating the most severe depression and 0 indicating a lack of depression symptoms.
The greater the change over time, the greater the symptom reduction.
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Assessed at baseline and session 4.
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Collaborators and Investigators
Sponsor
Sponsor
Investigators
Investigators
- Study Director: Kim Bullock, MD, Stanford University
- Principal Investigator: Margot Paul, MS, Stanford University
Publications and helpful links
General Publications
- 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.
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Actual)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Actual)
First Posted
Study Record Updates
Last Update Posted (Actual)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
Other Study ID Numbers
- 53483
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
IPD Plan Description
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
product manufactured in and exported from the U.S.
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