Not provided
| ID | Type | Description | Link |
|---|---|---|---|
| 2023/1-12 31906847/050.04.04-9 | Other Identifier | Aydin Adnan Menderes Univ Social & Human Sci Ethics Comm |
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Study Overview This study aims to evaluate the effectiveness of a newly developed Virtual Reality (VR) behavioral activation software program for individuals experiencing symptoms of depression. Behavioral activation is a well-established psychological approach that helps individuals re-engage in positive, rewarding activities to reduce depressive symptoms and improve mood. By translating this approach into an immersive VR environment using hand-tracking technology, the study explores whether technology-enhanced interventions can make therapy more accessible, engaging, and effective. What the Study InvolvesParticipants in this study are randomly assigned to one of two groups:VR Behavioral Activation Group (Intervention): Participants in this group receive a structured behavioral activation program delivered entirely within a customized virtual reality environment. Using advanced hand-tracking technology instead of traditional controllers, participants interact naturally with the virtual world to complete rewarding tasks and activities designed to boost engagement and mood. Waitlist Control Group: Participants in this group do not receive the VR intervention during the active study period, serving as a comparison baseline to accurately measure the specific effects of the VR software. However, to ensure ethical standards and support all participants, individuals in this group receive psychological education (psychoeducation) after the data collection phase is fully completed. Research Goals The primary goal is to determine if the VR-focused behavioral activation program successfully reduces depression severity and enhances overall behavioral activation levels compared to the control group. Additionally, researchers will evaluate how the intervention influences the body's behavioral approach and inhibition systems, providing insights into the underlying psychological mechanisms of VR-driven therapy.
This study was conducted to evaluate the effect of a virtual reality-based behavioral activation intervention on reducing depression symptoms. Considering that depression negatively affects the daily functionality of individuals, an interactive behavioral activation intervention was developed in a virtual reality environment and the effectiveness of this intervention was tested. A randomized controlled experimental design was used in the study. The sample consisted of 50 participants with moderate to high levels of depression (experimental group = 25, control group = 25). The experimental group received a behavioral activation intervention in a virtual reality environment for 4 weeks, while the control group was placed on a waiting list. The intervention was delivered through virtual reality goggles in the morning. In the virtual reality environment, participants simulated their morning routines, such as waking up, tidying the room, preparing breakfast, and getting dressed. Sociodemographic Information Form, Behavioral Inhibition System and Behavioral Activation System Scale, Beck Depression Inventory, Presence Questionnaire, Virtual Reality Application Observation Form and Semi-Structured Interview Form for Virtual Reality Applications were used in the data collection process. In the data analysis phase, Mixed Design Repeated Measures ANOVA was planned for behavioral activation and behavioral inhibition variables, and F1-LD-F1 design analysis was planned for depression and emotion regulation variables.
Not provided
Not provided
Not provided
Not provided
| Label | Type | Description | Intervention Names |
|---|---|---|---|
| VR Behavioral Activation Group | Experimental | Participants in this group receive a structured behavioral activation program delivered entirely within a customized virtual reality environment using hand-tracking technology to reduce depressive symptoms and enhance behavioral activation. |
|
| Waitlist Control Group | Other | Participants in this group serve as a comparison baseline and do not receive the VR intervention during the active study period. After all post-test data collection is completed, they are provided with a psychological education (psychoeducation) program for ethical support. |
|
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Virtual Reality Behavioral Activation Software | Device | A customized virtual reality (VR) software application developed for Meta Quest hardware, utilizing hand-tracking technology. The software delivers a structured behavioral activation program designed to treat depressive symptoms by engaging participants in immersive, therapeutic activities. |
| Measure | Description | Time Frame |
|---|---|---|
| Change from Baseline in Beck Depression Inventory (BDI) Scores | The BDI is a 21-item self-report questionnaire used to measure the severity of depressive symptoms. Each item is rated on a 4-point scale ranging from 0 to 3. Total scores range from 0 to 63, with higher scores indicating more severe depressive symptoms. | Baseline (Pre-test) and Post-test (Week 4) |
Not provided
Not provided
Inclusion Criteria:
Exclusion Criteria:
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
| Name | Affiliation | Role |
|---|---|---|
| Mehmet Şakiroğlu, Assoc. Prof. | Aydin Adnan Menderes University | Study Director |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Aydin Adnan Menderes University, Department of Psychology | Aydin | 09010 | Turkey (Türkiye) |
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
| ID | Term |
|---|---|
| D003863 | Depression |
| ID | Term |
|---|---|
| D001526 | Behavioral Symptoms |
| D001519 | Behavior |
Not provided
Not provided
This study utilizes a 2-arm parallel-group randomized controlled trial design with a 1:1 allocation ratio. Participants are randomly assigned to either the experimental group (VR Behavioral Activation with hand-tracking technology) or the waitlist control group. The experimental group receives a structured VR-based behavioral activation intervention. The waitlist control group receives no intervention during the active study period but is provided with a full psychoeducation program immediately after the post-test data collection is completed for ethical support.
Not provided
Not provided
Not provided
Not provided
|
| Waitlist Control and Psychoeducation | Behavioral | Participants remain on a waitlist during the active implementation phase to serve as a control group. Upon completion of all post-test data collection, they receive a comprehensive psychological education (psychoeducation) program to ensure ethical treatment standards. |
|