Skip to content

Virtual Reality Relaxation for Addiction Inpatients

Virtual Reality Relaxation at an Adolescent Addiction Inpatient Ward: A Single-arm Pilot Trial

Status
Suspended
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04293978
Enrollment
40
Registered
2020-03-03
Start date
2023-01-01
Completion date
2023-12-31
Last updated
2022-08-29

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

Conditions

Addiction

Keywords

Virtual Reality, Relaxation

Brief summary

This trial examines the immediate session effect of Virtual Reality (VR) relaxation, when used at an addiction inpatient ward for adolescents.

Detailed description

Past research has revealed that Virtual Reality nature environments can be used to induce relaxation, yet this type of intervention has not yet been evaluated in a clinical setting. This trial examines whether VR relaxation can be used as a digital equivalent of a (physical) comfort room at an an addiction inpatient ward for adolescents.

Interventions

BEHAVIORALCalmPlace

Self-contained VR application allowing the user to build and custom a relaxation session, with options to vary session length (9-20 minutes), music/sound, relaxation exercises, and specific nature environment (three available) including time of day and events (e.g. rain). Delivered using an Oculus Go devices in kiosk-mode.

Sponsors

Stockholm University
CollaboratorOTHER
Karolinska Institutet
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
TREATMENT
Masking
NONE

Intervention model description

Single-arm, with immediate effects of interest. Varying number of intervention uses across participants.

Eligibility

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

Inclusion criteria

* Patient at Maria Ungdom inpatient ward. * Sufficient grasp of Swedish to understand terms of study participation and intervention instructions.

Exclusion criteria

* Self-reported stereoscopic vision or balance problems hindering VR experience. * Self-reported history of repeated violent outbursts when using technology.

Design outcomes

Primary

MeasureTime frameDescription
Change from baseline in general well-beingChange from baseline (start of session) to immediately after the interventionRated 0-100 using a visual analogue scale with smiley-type anchors (higher score is better outcome).

Countries

Sweden

Outcome results

None listed

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