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VR-assisted Curriculum on Depression for Stigma Reduction

Reducing Stigma Against Depression: Designing and Implementing a VR-assisted Curriculum to Reduce Students' Perceptions of Patients With Depression

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03912597
Enrollment
200
Registered
2019-04-11
Start date
2018-09-19
Completion date
2019-04-20
Last updated
2019-04-17

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Behavior, Control

Keywords

virtual reality, stigma reduction, depression, mental health campaigns, user experience, enjoyment, presence

Brief summary

Two randomised controlled trials will be conducted to evaluate a virtual reality (VR) simulation designed to reduce stigma against depression. Qualitative interviews will also be carried out to evaluate the VR simulation.

Detailed description

The investigators examine the impact of a VR-assisted curriculum on stigma reduction towards individuals with depression. This is done through the development and evaluation of a VR-assisted curriculum that promotes stigma reduction towards depression among tertiary-aged students. Collection of data will provide insights about the effectiveness of VR's immersive quality in enhancing stigma reduction skills through measures of attitudes, beliefs and knowledge about depression. In the first study, VR is compared with traditional pamphlets in an information sharing booth about depression. In the second study, participants attend a 30-min session where they undergo an educational curriculum with either a VR or standard video as adjunctive tools.

Interventions

DEVICEVirtual Reality

The 4-minute virtual reality video depicts a day in a life of a student with depression. The one-take video, filmed with a 360° camera, is designed to provide users with an immersive experience that simulates what it feels like to have depression. The user interface consisted of a Google Cardboard VR headset attached to a smartphone.

DEVICEBrochure

Participants read an informational brochure about depression depicting standard information about depression, including symptoms and information on how to support someone with depression.

DEVICEStandard Video Control

The 4-minute standard video depicts a similar storyline as was shown in the VR video. The standard video is filmed from a third-party perspective with multiple takes edited into a final video, following the standard filming style of these videos. The standard video will be viewed from a laptop with headphones attached.

Sponsors

Yale-NUS College
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
SINGLE (Subject)

Eligibility

Sex/Gender
ALL
Age
18 Years to 26 Years
Healthy volunteers
Yes

Inclusion criteria

* Tertiary students from NUS and Yale-NUS only

Exclusion criteria

* History of medical or psychiatric disorder; History of motion sickness, dizziness or epilepsy; (For reliability and safety of heart-rate monitoring) Tattoos near the wrist and/or nickel or acrylate allergies

Design outcomes

Primary

MeasureTime frameDescription
Video Presence1 minutePresence felt in the VR simulation will be assessed through four items on a video presence questionnaire, that includes items such as How aware were you of events happening in your actual surroundings outside of the video? and How strong was your sense of 'being there' in the video environment? on a visual analog scale. The questions were adapted from the original Presence Questionnaire by Witmer and Singer (1998) that outlined four sub-factors of control, sensory, distraction and realism; items in our questionnaire were carefully selected to represent all of the factors. The scale ranged from 0 indicating Not At All to 10 indicating Very Much So.
Stigmatising attitudes towards depression5 minutesStigmatising attitudes refer to the opinions that one has towards persons with depression, and how they would interact with these group of people. This will be measured using an adapted version of the Attribution Questionnaire-27.
Knowledge about depression2 minutesA Depression Literacy measure will be used to assess participants' understanding and knowledge of depression.
Video Enjoyment1 minuteIn the VR condition, enjoyment of the VR simulation will be assessed through five items on a video enjoyment questionnaire created by the researchers, that includes items such as I found the video interesting and The video made me more interested in the topic on a visual analog scale. The scale was anchored between 0 indicating Strongly Disagree to 10 indicating Strongly Agree.
Stigmatising beliefs towards depression2 minutesThe extent of agreement with negative beliefs and stereotypes about depression will be adapted from the 10-item agreement sub-scale of the Self-Stigma of Mental Illness Scale.

Secondary

MeasureTime frameDescription
Heart rate live tracking4 minutesChanges in heart rate, assessed live during the video viewing duration, will be measured as a physiological measure of user experience.
Qualitative feedback about VR video10 minutesParticipants will be invited to give feedback on their VR experience. Questions in the qualitative interview will address (1) their thoughts on mental health awareness amongst the public, (2) their experience watching the VR simulation and (3) reasons for stopping, or not, at similar mental health booths with VR simulations in the future.
Affect (PANAS)3 minutesParticipants' mood will be assessed using the Positive and Negative Affect Scale (PANAS) as a secondary measure of user experience with the respective videos. The PANAS consists of two 10-item subscales assessing positive and negative affect, and is rated on a 5-point scale ranging from 1 representing Very Slightly or Not at All to 5 representing Extremely.

Countries

Singapore

Contacts

Primary ContactJean Liu, PhD
jeanliu@yale-nus.edu.sg66013694

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026