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Take a DEEP breath: Testing the Effectiveness of a Virtual Reality Biofeedback Video Game for Anxiety Regulation

Take a DEEP breath: Testing the Effectiveness of a Virtual Reality Biofeedback Video Game for Anxiety Regulation

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON27657
Enrollment
200
Registered
2017-11-13
Start date
2017-11-03
Completion date
Unknown
Last updated
2024-02-28

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

Conditions

Anxiety

Interventions

1. Participants will be recruited through the SONA system of the Radboud University, an online recruitment system where individuals can sign up to participate in scientific studies. Once they have sig

Sponsors

Radboud University Nijmegen, Behavioural Science Institute
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: 1. Individuals between the ages of 18 to 30 years old 2. Elevated anxiety and stress symptoms on the DASS-21 screening questionnaire. This means that they score above the normal cut-off for anxiety (>8) and/or stress (>15). 3. Active consent from participants

Exclusion criteria

Exclusion criteria: No active consent from participants

Design outcomes

Primary

MeasureTime frame
1.Pre-test (before 1st session), Post-test (after final session), and 3-month follow-up anxiety symptoms as measured by the Dutch version of the State-Trait Anxiety Inventory(STAI-DY; Van der Ploeg, Defares, & Spielberger, 1981) 2.Patterns of self-reported state anxiety (STAI-DY) and physiological arousal (PAQ; Dieleman, Van der Einde, Verhulst, & Huizink, 2010) over the course of all the lab-sessions.

Secondary

MeasureTime frame
1. Changes in physiological measurements of heart-rate variability, breathing patterns and skin conductance over the course of all the lab-sessions. 2. Changes in evaluations and appraisals e.g. engagement, self-efficacy, agency, and mindset over the course of all the lab-sessions. 3. Game/application evaluation: How much they liked it, what they liked about it (open-ended), what they did not like about it (open-ended), whether they would want to use it in the future and whether they would recommend it to someone else.

Contacts

Public ContactJoanneke Weerdmeester

Montessorilaan 3 kamer A. 6.11a

j.w.weerdmeester@gmail.com+31 (0)24 3612551

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)