VR-Reward Training for Depression

(VR-RT Trial)

BC
CS
CF
Overseen ByCourtney Forbes, Ph.D
Age: 18+
Sex: Any
Trial Phase: Phase 1
Sponsor: University of California, Los Angeles
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

What You Need to Know Before You Apply

What is the purpose of this trial?

This trial tests a new virtual reality program to help people with depression enjoy positive experiences more. Participants will try one of two virtual reality interventions: one focuses on enhancing positive feelings (Virtual Reality-Reward Training, VR-RT), and the other on improving memory without emotional content (Virtual Reality-Memory Training, VR-MT). The trial seeks individuals who often feel down, struggle with low happiness, and have difficulties in daily functioning. Participants must be willing to stop any other talk therapy while in the study. The trial lasts about three months and includes in-person sessions and questionnaires. As a Phase 1 trial, the research focuses on understanding how the treatment works in people, offering participants the opportunity to be among the first to experience this innovative approach.

Will I have to stop taking my current medications?

Yes, you will need to stop taking any current psychotropic medications (medications that affect your mind, emotions, or behavior) to participate in this trial.

Is there any evidence suggesting that this trial's treatments are likely to be safe?

Research on virtual reality (VR) treatments for depression shows they are generally safe. Studies have found that most individuals handle these treatments well without major problems. This includes Virtual Reality-Reward Training (VR-RT), which is part of the current study. Previous research has not reported significant negative side effects. This suggests that both VR-RT and Virtual Reality-Memory Training (VR-MT) are likely safe for participants.12345

Why are researchers excited about this trial?

Unlike traditional treatments for depression, which often involve medication or talk therapy, Virtual Reality-Reward Training (VR-RT) uses immersive virtual reality experiences combined with memory exercises to focus on positive and rewarding aspects of memories. This method is unique because it leverages the power of VR to engage users in a deeply interactive environment, potentially enhancing the emotional impact and retention of positive experiences. Researchers are excited about this technique because it offers a novel, non-invasive approach that could complement existing therapies and provide faster, more engaging relief for individuals struggling with depression.

What evidence suggests that this trial's treatments could be effective for depression?

Research has shown that Virtual Reality-Reward Training (VR-RT), one of the treatments in this trial, effectively reduces symptoms of depression and a lack of interest or pleasure in activities. Studies have found that VR-RT significantly lessens depression and anxiety, improving overall functioning. This training helps individuals focus on enjoying positive experiences, which is crucial for those who struggle to feel happy. This approach has been found to enhance the enjoyment of positive moments, potentially leading to better mental health. Meanwhile, another treatment arm in this trial, Virtual Reality-Memory Training (VR-MT), involves neutral VR immersion and memory exercises, focusing on non-emotional stimuli.13567

Who Is on the Research Team?

MG

Michelle G Craske, Ph.D

Principal Investigator

University of California, Los Angeles

Are You a Good Fit for This Trial?

This trial is for adults who feel very little pleasure or interest in activities (anhedonia), may be experiencing depression, and have trouble functioning daily. They must speak English fluently, not be on psychotropic drugs, and agree not to start other psychological treatments during the study. People with bipolar disorder, psychosis, substance use issues in the last six months, or those prone to motion sickness can't join.

Inclusion Criteria

Willingness to refrain from initiating other psychosocial treatments throughout the duration of the study
Your score on the SDS is 6 or higher.
Your depression score is 11 or higher, your PANAS-P score is 24 or lower, and your SDS score is 6 or higher.
See 3 more

Exclusion Criteria

I have had seizures or been diagnosed with epilepsy in the past year.
I am currently taking medication for my mental health.
Lifetime history of bipolar disorder, psychosis, mental retardation, or organic brain damage
See 3 more

Timeline for a Trial Participant

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Treatment

Participants undergo 7 weeks of either Virtual Reality-Reward Training (VR-RT) or Virtual Reality-Memory Training (VR-MT), with weekly sessions

7 weeks
7 visits (in-person)

Follow-up

Participants are monitored for changes in clinical symptoms and target measures

5 weeks
1 visit (in-person)

What Are the Treatments Tested in This Trial?

Interventions

  • Virtual Reality-Memory Training (VR-MT)
  • Virtual Reality-Reward Training (VR-RT)
Trial Overview The study tests if Virtual Reality-Reward Training (VR-RT), which uses VR to help people enjoy positive experiences more deeply, is better than a control activity called Virtual Reality-Memory Training (VR-MT) at improving mood and reducing symptoms of depression over seven weeks.
How Is the Trial Designed?
2Treatment groups
Experimental Treatment
Active Control
Group I: Virtual Reality-Reward Training (VR-RT)Experimental Treatment1 Intervention
Group II: Virtual Reality-Memory Training (VR-MT)Active Control1 Intervention

Find a Clinic Near You

Who Is Running the Clinical Trial?

University of California, Los Angeles

Lead Sponsor

Trials
1,594
Recruited
10,430,000+

Published Research Related to This Trial

Integrating virtual reality (VR) with existing evidence-based treatments for eating disorders, like cue exposure therapy, shows promise in improving treatment outcomes and reducing dropout rates, which currently affect about 24% of patients.
The paper emphasizes the need for a structured clinical protocol to support the implementation of VR-based interventions, aiming to enhance their acceptance and effectiveness in real-world settings.
Bringing Virtual Reality From Clinical Trials to Clinical Practice for the Treatment of Eating Disorders: An Example Using Virtual Reality Cue Exposure Therapy.Brown, T., Nauman Vogel, E., Adler, S., et al.[2020]
The automated VR therapy (gameChange) significantly reduced avoidance and distress in everyday situations for patients with psychosis compared to usual care alone, with notable improvements observed at 6 weeks after treatment.
The therapy was particularly effective for patients with severe agoraphobic avoidance, and it worked by reducing anxious thoughts and protective behaviors, showing promise for increasing access to psychological therapy for those struggling to leave their homes.
Automated virtual reality therapy to treat agoraphobic avoidance and distress in patients with psychosis (gameChange): a multicentre, parallel-group, single-blind, randomised, controlled trial in England with mediation and moderation analyses.Freeman, D., Lambe, S., Kabir, T., et al.[2022]

Citations

Training Reward Responsiveness Through Virtual RealityEnhanced VR-Reward Training is a novel intervention aimed at enhancing savoring of positive experiences among individuals with depression and low positive ...
Virtual Reality Reward Training for Anhedonia: A Pilot StudyOur results suggest that the VR protocol significantly reduced symptoms of anhedonia, depression, anxiety and impairments in functioning. These ...
Virtual Reality in the treatment of depressionThe results of their pilot study suggest that the VR protocol significantly reduces symptoms of anhedonia, depression, anxiety, and impairments in functioning.
VR-Reward Training for Depression (VR-RT Trial)The automated VR therapy (gameChange) significantly reduced avoidance and distress in everyday situations for patients with psychosis compared to usual care ...
Virtual Reality-Reward Training for Anhedonia (VR-RT)The purpose of this study is to compare the effects of Virtual Reality-Reward Training (VR-RT) with an active control condition, Virtual Reality-Memory ...
Virtual Reality Reward Training and Transcranial Magnetic ...Recent economic analysis suggests that rTMS can be more cost-effective than pharmacotherapy or ECT for treatment-resistant depression (Ontario Health, 2021).
Assessing the impact of immersive virtual reality technology ...This study aims to assess the effects of immersive VR-assisted training on patients with DPD. Methods This single-blind randomized controlled trial will ...
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