Pilot Study of Virtual Reality Therapy for Students With Anxiety

Purpose

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.

Condition

  • Anxiety

Eligibility

Eligible Ages
Between 18 Years and 30 Years
Eligible Genders
All
Accepts Healthy Volunteers
No

Inclusion Criteria

  • enrolled in The University of Texas Health Science Center School of Public Health San Antonio regional campus - competent in English - total score of at least 3 on the Generalized Anxiety Disorder (GAD-2)

Exclusion Criteria

  • Currently receiving psychological treatment for anxiety symptoms, or has received treatment in the last year. - Report photosensitive epilepsy. - Report stereoscopic vision or balance problems

Study Design

Phase
N/A
Study Type
Interventional
Allocation
N/A
Intervention Model
Single Group Assignment
Primary Purpose
Treatment
Masking
None (Open Label)

Arm Groups

ArmDescriptionAssigned Intervention
Experimental
gameChange
  • Device: 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.

Recruiting Locations

More Details

Status
Recruiting
Sponsor
The University of Texas Health Science Center, Houston

Study Contact

Tsai Jack, PhD
210-276-9022
Jack.Tsai@uth.tmc.edu