This trial will test if a VR intervention can help reduce anxiety symptoms in college students, by having them undergo six VR sessions over the course of three weeks.
11 Primary · 4 Secondary · Reporting Duration: Week 1(session1 and session 2), week 2( session 3 and session 4), week 3 (session 5 and session 6)
Awards & Highlights
1 Treatment Group
1 of 1
100 Total Participants · 1 Treatment Group
Primary Treatment: gameChange · No Placebo Group · N/A
Who is running the clinical trial?
Age 18 - 30 · All Participants · 0 Total Inclusion CriteriaMark “Yes” if the following statements are true for you:
Who else is applying?
What state do they live in?
How old are they?
|18 - 65||100.0%|
What site did they apply to?
|The University of Texas Health Science Center at Houston||100.0%|
What portion of applicants met pre-screening criteria?
How responsive is this trial?
Average response time
- < 2 Days
Most responsive sites:
- The University of Texas Health Science Center at Houston: < 48 hours
Typically responds via
Frequently Asked Questions
Could I potentially qualify to participate in this research endeavor?
"This research effort is searching for 100 participants, between 18 and 30 years of age, who have been diagnosed with anxiety. To qualify to join this study, individuals must also be fluent in English and score a minimum of three on the GAD-2 scale as well as be enrolled at The University of Texas Health Science Center School of Public Health San Antonio regional campus." - Anonymous Online Contributor
Is there an opportunity for individuals to partake in this research project?
"According to the official record on clinicaltrials.gov, this trial is actively seeking participants with an initial posting date of April 1st 2022 and a recent edit made on April 12th 2022." - Anonymous Online Contributor
What are the main goals of this experiment?
"The primary efficacy endpoint of this clinical trial, monitored over three weeks (during six sessions), will be the alteration in state anxiety as evaluated through the Liebowitz Social Anxiety Scale-Self Report. Secondary objectives include a change in self-reported academic performance based on responses to the Motivated Strategies for Learning Questionnaire (MSLQ) with a maximum score of 63; an adjustment in perceived presence within virtual environments via continuous scoring from Igroup Presence Questionnaire (IPQ); and alterations to acceptability gauged by ratings given on a short user questionnaire developed by gameChange which is scored from one to five, with higher numbers indicating stronger agreement" - Anonymous Online Contributor
Is the age range for participation in this research inclusive of individuals aged 50 and above?
"This clinical study enforces an age restriction, where the minimum permissible age is 18 and the maximum allowable age is 30." - Anonymous Online Contributor
What is the optimal number of participants for this clinical experiment?
"Affirmative. Clinicaltrials.gov documents confirm that this medical trial, first published on April 1st 2022, is actively recruiting volunteers. Approximately 100 participants need to be enrolled from the single site participating in this study." - Anonymous Online Contributor