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Pilot Study of Virtual Reality Therapy for Students With Anxiety
Sponsor: The University of Texas Health Science Center, Houston
Summary
The purpose of this study is to assess changes in self-reported anxiety over the course of six virtual reality (VR) sessions and to assess changes in academic self-efficacy, as well as examine the feasibility and acceptability of a relatively short and time intensive VR intervention (i.e.,six sessions over the course of three weeks) for reducing anxiety symptoms in college students.
Key Details
Gender
All
Age Range
18 Years - 30 Years
Study Type
INTERVENTIONAL
Enrollment
100
Start Date
2022-04-01
Completion Date
2027-08-01
Last Updated
2025-06-12
Healthy Volunteers
No
Conditions
Interventions
gameChange
Staff will explain the rationale behind gameChange, and briefly explain the different scenarios: a doctor's office, a waiting room, a pub, a café, a grocery store, a public street and a bus. Each scenario contains five levels, each increasing with anxiety stimuli and certain tasks the participant must complete. The participant will put on the Oculus headset, and go through a preliminary orientation game. The headset will be casted to an external monitor. Once they start gameChange, it will take the participants to the virtual therapist's room. They will be asked to choose which scenario they would like to participate in first and will complete all five levels for one scenario. Research staff will be taking event sampling-style observations of the participant. After completion of the levels, the participant will return to the virtual therapist's room for debriefing, and then will be asked to exit the game.
Locations (1)
The University of Texas Health Science Center at Houston
Houston, Texas, United States