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RECRUITING
NCT07834606
NA

Virtual Reality (VR-GINSO) as an Complement to Intervention for Alcohol and Cannabis Use in Youth in Residential Care

Sponsor: Universidad Francisco de Vitoria

View on ClinicalTrials.gov

Summary

The goal of this RCT is to evaluate the effects of a virtual reality intervention on self-efficacy regarding alcohol and cannabis use among at-risk youth in various residential mental health treatment centers who have co-occurring disorders and are under the care of the association where they receive treatment. The main question it aims to answer is: • Does the VR intervention enhance the therapeutic effect of residential treatment on self-efficacy regarding alcohol and cannabis use? If there is a comparison group: Researchers will compare the intervention with the usual care (UC) that minors receive at the centers for the treatment of dual diagnosis to see if VR adds value to this treatment. Participants will be randomly assigned to each condition and will be evaluated before and after one month. In the experimental group, participants will receive a treatment session using VR software, during which they will undergo training in the following modules: The first phase is an assessment phase, during which objective measures are determined for 1) emotional recognition, 2) avoidance/approach toward related stimuli, 3) degree of compliance with social pressure, and 4) craving in the presence of the drug, exposure to cues, and/or conditioned contexts.

Key Details

Gender

All

Age Range

13 Years - 21 Years

Study Type

INTERVENTIONAL

Enrollment

50

Start Date

2025-12-10

Completion Date

2026-11-30

Last Updated

2026-09-22

Healthy Volunteers

No

Interventions

BEHAVIORAL

Virtual Reality

This group will undergo a 1 individual session with a Virtual Reality program targeting emotion recognition, training on avoidance-approximation to associated stimuli, and exposure to conditioned contexts for substance use. During this session, participants will train specific abilities throug various activities. The tasks have been designed as a serious game in a Virtual Reality setting and include: emotion identification and recognition, practicing avoidance of conditioned substance use stimuli, and approximation to neutral stimuli, and exposure to conditioned situations to train regulation and management abilities for craving.

BEHAVIORAL

Treatment as Usual (TAU)

Participants in this group will receive treatment as usual provided by the facility, with no additional intervention. Treatment will be delivered ober the same period of time as in the other study group. Participants will complete one baseline assessment before the study period, and one post-intervention assessment.

Locations (1)

Universidad Francisco de Vitoria

Pozuelo de Alarcón, Madrid, Spain