TY - JOUR
T1 - 0Phobia - towards a virtual cure for acrophobia
T2 - Study protocol for a randomized controlled trial
AU - Donker, T.
AU - Van Esveld, S.
AU - Fischer, N.
AU - Van Straten, A.
PY - 2018/8/9
Y1 - 2018/8/9
N2 - Background: Virtual reality exposure therapy (VRET) has been shown to be as effective as traditional forms of in vivo exposure therapy for the treatment of specific phobias. However, as with in vivo exposure, VRET still involves relatively high costs and limited accessibility which makes it prohibitive for a large part of the population. Innovative methods using smartphone applications (apps) may improve accessibility and scalability of VRET. The aim of this study is to evaluate 0Phobia, a gamified self-guided VRET for acrophobia that is delivered through a smartphone app in combination with rudimentary cardboard virtual reality (VR) goggles. Methods/design: Participants (N = 180, aged 18-65 years) with acrophobia symptoms will be recruited from the Dutch general population and randomized to either 0Phobia (n = 90) or a waitlist control condition (n = 90). 0Phobia will be delivered over a period of 3 weeks and includes psychoeducation, VR exposure, cognitive techniques, monitoring of symptoms, and relapse prevention. The primary outcome measure will be the Acrophobia Questionnaire. Secondary outcome measures will include user-friendliness, symptoms of anxiety, depression, and mastery. Assessments will take place online at baseline, directly after the intervention (post test) and at follow-up (3 months). Discussion: This study capitalizes on novel technology and recent scientific advances to develop an affordable and scalable treatment modality.
AB - Background: Virtual reality exposure therapy (VRET) has been shown to be as effective as traditional forms of in vivo exposure therapy for the treatment of specific phobias. However, as with in vivo exposure, VRET still involves relatively high costs and limited accessibility which makes it prohibitive for a large part of the population. Innovative methods using smartphone applications (apps) may improve accessibility and scalability of VRET. The aim of this study is to evaluate 0Phobia, a gamified self-guided VRET for acrophobia that is delivered through a smartphone app in combination with rudimentary cardboard virtual reality (VR) goggles. Methods/design: Participants (N = 180, aged 18-65 years) with acrophobia symptoms will be recruited from the Dutch general population and randomized to either 0Phobia (n = 90) or a waitlist control condition (n = 90). 0Phobia will be delivered over a period of 3 weeks and includes psychoeducation, VR exposure, cognitive techniques, monitoring of symptoms, and relapse prevention. The primary outcome measure will be the Acrophobia Questionnaire. Secondary outcome measures will include user-friendliness, symptoms of anxiety, depression, and mastery. Assessments will take place online at baseline, directly after the intervention (post test) and at follow-up (3 months). Discussion: This study capitalizes on novel technology and recent scientific advances to develop an affordable and scalable treatment modality.
KW - Acrophobia
KW - App-based
KW - Gamification
KW - Serious games
KW - Specific phobia
KW - Virtual reality
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U2 - 10.1186/s13063-018-2704-6
DO - 10.1186/s13063-018-2704-6
M3 - Article
AN - SCOPUS:85054931710
SN - 1745-6215
VL - 19
SP - 1
EP - 11
JO - Trials
JF - Trials
M1 - 433
ER -