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Addiction in context.

Addiction in context. Single-case experimental design study about the added value of VR in cognitive behavioural therapy for people with intellectual disability and substance use disorder. - Addiction in context.

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON56932
Enrollment
10
Registered
2024-04-08
Start date
2025-01-13
Completion date
Unknown
Last updated
2025-09-01

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

Conditions

Addiction

Interventions

&nbsp
The intervention consists of using VR scenarios in different parts of the&nbsp
treatment to support the patient in their understanding of- and coping with&nbsp
their SUD. For this purpose the hard- and software of CleVR will be used as an&nbsp
intervention tool. CleVR is CE-certified as a medical device and is specialised&nbsp
in developing evidence-based VR environments for the treatment of mental health&nbsp
disorders. CleVR offers several VR environments identified as possible risk&nbsp
situations for people with SUD, such as a supermarket, a living room or a pub. In this SCED, participants in condition 1 will explore potential triggers and&nbsp
risk situations in VR. Together with the client and based on the individual&nbsp
needs of the client, the virtual environments will be personalised by the&nbsp
therapist to resemble risk situations recognizable by the client (e.g. adding&nbsp
specific triggers related to the substance used or the gambling behaviour by the client). The focus will&nbsp
be on identifying personalized risk factors that are relevant for an individual&nbsp
patient*s substance use or gambling behaviour (*triggers*, including e.g. situations and social&nbsp
interactions). To support the therapist flashcards will be available with&nbsp
guidelines on how to personalize VR environments together with their client.&nbsp
Also example questions are given on how the therapist can help the client in&nbsp
gaining more insight into their triggers and risk situations in VR. It is&nbsp
emphasized that the number of triggers and the degree of stress in risk&nbsp
situations for the client should be gradually increased, in order to let the&nbsp

Sponsors

Universiteit Twente
Lead Sponsor

Eligibility

Age
18 Years to 64 Years

Inclusion criteria

Inclusion criteria:  Participants will be included in the study when: - They voluntary want to participate in the study and can give informed consent - They are 18 years or older - Follow a CBT program, such as *Minder Drank of Drugs*, for individuals with  mild Intellectual Disability (MID) or Borderline Intellectual Functioning (BIF),  and Substance-related and addictive disorders (SAD; e.g. substance use disorder, gambling disorder). - They have a sufficient understanding of the Dutch language and are able to  answer simple questionnaires, whether or not with some extra help of the  researcher / therapist - They are in possession of a smartphone on which they can (either  independently or with some help) download the experience sampling app 

Exclusion criteria

Exclusion criteria:  - If there are any conditions that precludes potential participants from  participating in an outpatient CBT+ program (e.g. severe current psychiatric  co-morbidities) - If clients have a known history of epilepsy or severe motion sickness, or  show signs of severe motion sickness during the VR try-out. - If clients are under the supervision of a legal custodian or mentor and are  unable to provide informed consent. 

Design outcomes

Primary

MeasureTime frame
Virtual Reality can potentially lead to a better understanding of one's risk situations and triggers, and the generalization of coping strategies to daily life. This is assumed to increase client's self-efficacy in coping with their substance-related and addictive disorder. Therefore, self-efficacy is measured as the primary outcome measure.

Secondary

MeasureTime frame
As secondary outcome measures self-insight into triggers for SAD and adopted coping strategies for SAD are measured. Both primary and secondary outcome measures could potentially explain the added value of VR for clients. Other secondary outcomes of the study are: - To gain insight in experienced benefits, barriers, points of improvements and suggestions from therapists on working with VR in addiction treatment. - To gain insight in clients* experienced benefits, barriers, points of improvements and suggestions on using VR during their addiction treatment. - Investigate if there is a positive increase over time in self-reported insight and self-efficacy levels by clients after the introduction of VR in their treatment. - Investigate whether the level of detail in describing and adopting coping strategies by participants increases over time and can potentially be attributed to the VR sessions.

Countries

Netherlands

Contacts

Public ContactH Kip

Universiteit Twente

h.kip@utwente.nl+31534896536

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)