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Teaching Adolescents Awareness of and Empathy toward Depression Using Virtual Reality Games

Teaching Adolescents Awareness of and Empathy toward Depression Using Virtual Reality Games

Status
Active, not recruiting
Phases
Early Phase 1
Study type
Interventional
Source
PACTR
Registry ID
PACTR202202808457152
Enrollment
40
Registered
2022-02-10
Start date
2022-11-01
Completion date
Unknown
Last updated
2026-08-03

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

Conditions

Mental and Behavioural Disorders

Interventions

Teaching Adolescents Awareness of and Empathy toward Depression Using Virtual Reality Games

Sponsors

National Institute of Mental Health
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: All the adolescents in the "VR Game Play" condition who have no health conditions precluding them from a Virtual Reality experience will be included.

Exclusion criteria

Exclusion criteria: Those with health conditions precluding them from a Virtual Reality (VR) experience will be excluded. Examples are those who suffer from motion sickness, or those who do not wish to participate.

Design outcomes

Primary

MeasureTime frame
Increased awareness and knowledge about Depression;Reduced stigma about depression ;Increased empathy towards those with depression

Secondary

MeasureTime frame
Decreased depressive symptoms

Countries

Nigeria

Contacts

Public ContactEugene Ohu

Senior Lecturer

eohu@lbs.edu.ng2348083955888

Outcome results

None listed

Source: PACTR (via WHO ICTRP) · Data processed: Aug 9, 2026