Addiction
Conditions
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
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
Study design
Intervention model description
Single-arm, with immediate effects of interest. Varying number of intervention uses across participants.
Eligibility
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
| Measure | Time frame | Description |
|---|---|---|
| Change from baseline in general well-being | Change from baseline (start of session) to immediately after the intervention | Rated 0-100 using a visual analogue scale with smiley-type anchors (higher score is better outcome). |
Countries
Sweden