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Virtual Reality Behavioral Activation: An Intervention for Major Depressive Disorder

Virtual Reality Behavioral Activation: An Intervention for Major Depressive Disorder

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04268316
Enrollment
20
Registered
2020-02-13
Start date
2020-05-18
Completion date
2021-01-15
Last updated
2021-06-02

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

Conditions

Depression, Major Depressive Disorder, MDD

Keywords

virtual reality, behavioral activation, depression

Brief summary

The primary purpose of this study is to test the safety and feasibility of virtual reality (VR) technology in the use of behavioral activation (BA) as a treatment for major depressive disorder (MDD). The secondary purpose of this study is to examine whether any evidence of clinical efficacy exists for VR delivered BA.

Detailed description

This is a treatment development trial. Participants will be randomly assigned to BA in VR, BA in real-life, or a waitlist control group. The former two groups will follow a BA protocol developed for primary care settings over a four-week treatment period. This study is taking place over Zoom, due to COVID-19.

Interventions

BEHAVIORALBehavioral Activation in real-life

Participants will choose four pleasurable and/or mastery activities to complete over the course of the week in real life.

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.

Sponsors

Stanford University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
NONE

Intervention model description

Participants will be randomized to either BA in VR, BA in real-life, or a waitlist control group.

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
No

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

Design outcomes

Primary

MeasureTime frameDescription
How Present Did Individuals in the VR-BA Treatment Feel?Assessed at the end of week 3, after session 4This 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).
Participant's Desire to Continue Using VR After the Study EndsAssessed at the end of week 3, after session 4This 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).
Number of Participants Who Dropped Out of Each Study Arm3-weeksParticipant treatment dropout was compared across each study arm. This was reported as the count of participants who discontinued the study for any reason.
Participant's Satisfaction With the VR-BA TreatmentAssessed at the end of week 3, after session 4This 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).
Participant's Use of the VR HeadsetAssessed at the end of week 3, after session 4This was measured by noting the amount of times the VR headset is used during the 3-week study period.
Participant's Acceptance of VR-BA TreatmentAssessed at the end of week 3, after session 4This 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).
How Well Can Participants Tolerate the VR-BA Treatment?Assessed at the end of week 3, after session 4This 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).

Secondary

MeasureTime frameDescription
Change in Depression Scores on the PHQ-9 From Baseline to Session 4, Compared Across Three Study ArmsAssessed at baseline and session 4.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.

Countries

United States

Participant flow

Pre-assignment details

20 participants signed consent, but only 13 participants were randomized to a study arm.

Participants by arm

ArmCount
Virtual Reality Behavioral Activation
Participants engage in VR activities over the week for three weeks.
5
Behavioral Activation in Real-life
Participants engage in real life pleasurable activities over the week for three weeks.
4
Waitlist Control
Participants answer the PHQ-9 weekly for four sessions.
4
Total13

Withdrawals & dropouts

PeriodReasonFG000FG001FG002
Overall StudyWithdrawal by Subject210

Baseline characteristics

CharacteristicVirtual Reality Behavioral ActivationBehavioral Activation in Real-lifeWaitlist ControlTotal
Age, Continuous31.6 years
STANDARD_DEVIATION 9.2
46 years
STANDARD_DEVIATION 15.7
29.5 years
STANDARD_DEVIATION 5.2
35.4 years
STANDARD_DEVIATION 12.3
Patient Health Questionnaire-9 (PHQ-9)14.3 score on a scale
STANDARD_DEVIATION 5.7
15.3 score on a scale
STANDARD_DEVIATION 4.9
14 score on a scale
STANDARD_DEVIATION 4.1
14.5 score on a scale
STANDARD_DEVIATION 4.3
Race/Ethnicity, Customized
African American
0 Participants0 Participants1 Participants1 Participants
Race/Ethnicity, Customized
Chinese
1 Participants1 Participants0 Participants2 Participants
Race/Ethnicity, Customized
Hispanic/Latino
0 Participants0 Participants1 Participants1 Participants
Race/Ethnicity, Customized
Indian
1 Participants0 Participants0 Participants1 Participants
Race/Ethnicity, Customized
Mexican
0 Participants0 Participants1 Participants1 Participants
Race/Ethnicity, Customized
Non-Hispanic Caucasian
3 Participants3 Participants1 Participants7 Participants
Region of Enrollment
United States
5 Participants4 Participants4 Participants13 Participants
Sex/Gender, Customized
female
4 Participants1 Participants2 Participants7 Participants
Sex/Gender, Customized
male
1 Participants3 Participants1 Participants5 Participants
Sex/Gender, Customized
non-binary/third gender
0 Participants0 Participants1 Participants1 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
EG002
affected / at risk
deaths
Total, all-cause mortality
0 / 50 / 40 / 4
other
Total, other adverse events
0 / 50 / 40 / 4
serious
Total, serious adverse events
0 / 50 / 40 / 4

Outcome results

Primary

How Present Did Individuals in the VR-BA Treatment Feel?

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).

Time frame: Assessed at the end of week 3, after session 4

Population: This outcome measure was assessed in the Virtual Reality Behavioral Activation group only.

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Behavioral ActivationHow Present Did Individuals in the VR-BA Treatment Feel?7.1 score on a scaleStandard Deviation 2.8
Primary

How Well Can Participants Tolerate the VR-BA Treatment?

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).

Time frame: Assessed at the end of week 3, after session 4

Population: This outcome measure was assessed in the Virtual Reality Behavioral Activation group only.

ArmMeasureValue (MEAN)
Virtual Reality Behavioral ActivationHow Well Can Participants Tolerate the VR-BA Treatment?2.9 score on a scale
Primary

Number of Participants Who Dropped Out of Each Study Arm

Participant treatment dropout was compared across each study arm. This was reported as the count of participants who discontinued the study for any reason.

Time frame: 3-weeks

ArmMeasureValue (COUNT_OF_PARTICIPANTS)
Virtual Reality Behavioral ActivationNumber of Participants Who Dropped Out of Each Study Arm2 Participants
Behavioral Activation in Real-lifeNumber of Participants Who Dropped Out of Each Study Arm1 Participants
Waitlist ControlNumber of Participants Who Dropped Out of Each Study Arm0 Participants
Primary

Participant's Acceptance of VR-BA Treatment

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).

Time frame: Assessed at the end of week 3, after session 4

Population: This outcome measure was assessed in the Virtual Reality Behavioral Activation group only.

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Behavioral ActivationParticipant's Acceptance of VR-BA Treatment42.4 score on a scaleStandard Deviation 8.4
Primary

Participant's Desire to Continue Using VR After the Study Ends

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).

Time frame: Assessed at the end of week 3, after session 4

Population: This outcome measure was assessed in the Virtual Reality Behavioral Activation group only.

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Behavioral ActivationParticipant's Desire to Continue Using VR After the Study Ends9.54 score on a scaleStandard Deviation 2.5
Primary

Participant's Satisfaction With the VR-BA Treatment

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).

Time frame: Assessed at the end of week 3, after session 4

Population: This outcome measure was assessed in the Virtual Reality Behavioral Activation group only.

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Behavioral ActivationParticipant's Satisfaction With the VR-BA Treatment12.5 score on a scaleStandard Deviation 3.5
Primary

Participant's Use of the VR Headset

This was measured by noting the amount of times the VR headset is used during the 3-week study period.

Time frame: Assessed at the end of week 3, after session 4

Population: This outcome measure was assessed in the Virtual Reality Behavioral Activation group of protocol completers only.

ArmMeasureValue (MEAN)Dispersion
Virtual Reality Behavioral ActivationParticipant's Use of the VR Headset21.7 times usedStandard Deviation 11
Secondary

Change in Depression Scores on the PHQ-9 From Baseline to Session 4, Compared Across Three Study Arms

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.

Time frame: Assessed at baseline and session 4.

Population: Protocol Completers

ArmMeasureValue (MEAN)
Virtual Reality Behavioral ActivationChange in Depression Scores on the PHQ-9 From Baseline to Session 4, Compared Across Three Study Arms5.7 score on a scale
Behavioral Activation in Real-lifeChange in Depression Scores on the PHQ-9 From Baseline to Session 4, Compared Across Three Study Arms3 score on a scale
Waitlist ControlChange in Depression Scores on the PHQ-9 From Baseline to Session 4, Compared Across Three Study Arms.25 score on a scale

Source: ClinicalTrials.gov · Data processed: Feb 17, 2026