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Behavioural Intervention

Virtual Reality Therapy for Emotional Regulation in Youth (VERVE Trial)

N/A
Recruiting
Led By Ryan J Herringa, MD,PhD
Research Sponsored by University of Wisconsin, Madison
Eligibility Criteria Checklist
Specific guidelines that determine who can or cannot participate in a clinical trial
Must have
Visual acuity adequate to read text on a computer monitor
13 to 17 years of age at enrollment
Timeline
Screening 3 weeks
Treatment Varies
Follow Up change measured throughout the 15 minute vr session at baseline and before and after each task condition, for up to 6 sessions (up to 6 weeks on study)
Awards & highlights

Summary

This trial will test a new VR-based video game treatment for emotional dysregulation in youth under juvenile justice supervision. 40 participants will be enrolled and asked to complete up to 6 VR-B sessions.

Who is the study for?
This trial is for youth aged 13-17 under juvenile justice supervision, who can read English and have a caregiver's consent. It's not for those with severe psychiatric conditions or discomfort with immersive experiences like VR.Check my eligibility
What is being tested?
The study tests a virtual reality video game designed to help manage emotions in teens exposed to violence. Participants will undergo up to six sessions of the VR-based treatment called DEEP VR.See study design
What are the potential side effects?
Since this intervention involves virtual reality, potential side effects may include temporary discomfort such as dizziness, nausea, or eye strain from using the VR equipment.

Eligibility Criteria

Inclusion Criteria

You may be eligible if you check “Yes” for the criteria below
Select...
I can read text on a computer screen clearly.
Select...
I am between 13 and 17 years old.

Timeline

Screening ~ 3 weeks
Treatment ~ Varies
Follow Up ~change measured throughout the 15 minute vr session at baseline and before and after each task condition, for up to 6 sessions (up to 6 weeks on study)
This trial's timeline: 3 weeks for screening, Varies for treatment, and change measured throughout the 15 minute vr session at baseline and before and after each task condition, for up to 6 sessions (up to 6 weeks on study) for reporting.

Treatment Details

Study Objectives

Outcome measures can provide a clearer picture of what you can expect from a treatment.
Primary outcome measures
Feasibility: Number of Participants who Enjoyed VR simulation experience: Determined via Qualitative Survey
Secondary outcome measures
Mean Change in Child PTSD Symptom Scale (CPSS)
Mean Change in Difficulty in Emotion Regulation Scale (DERS)
Mean Change in Virtual-Reality Biofeedback Engagement Survey (VR-B)
+2 more

Trial Design

1Treatment groups
Experimental Treatment
Group I: DEEP VR Experiment GroupExperimental Treatment1 Intervention
Participants identified from the Dane County Juvenile Court Program will be asked to experience up to 6 VR-B sessions. Participants will wear a lightweight, ultra-high-resolution, wireless, head-mounted display (Oculus Quest 2 Enterprise VR Headset). Each session will proceed through a series of four stages. First, participants will begin with a 5 minute acclimation period inside a demo VR environment. Second, baseline levels of physiological arousal will be captured over a 5 minute resting period where participants will be asked to sit quietly in a serene virtual environment. Third, participants will progress through the DEEP VR experience for 15 minutes. Finally, participants will complete a short series of online questionnaires.

Research Highlights

Information in this section is not a recommendation. We encourage patients to speak with their healthcare team when evaluating any treatment decision.
Mechanism Of Action
Side Effect Profile
Prior Approvals
Other Research
Common treatments for emotional regulation, such as Virtual-Reality-Based (VR-B) video game therapy, work by immersing patients in controlled, interactive environments that simulate real-life scenarios. This immersive experience allows patients to practice coping strategies and emotional responses in a safe and controlled setting. The key mechanism is the engagement of the brain's emotional and cognitive pathways through realistic simulations, which helps in desensitizing triggers and improving emotional control. This matters for emotional regulation patients as it provides a practical and engaging way to develop and reinforce healthy emotional responses, potentially leading to better management of emotional dysregulation in real-world situations.
A Randomised Controlled Comparison of Second-Level Treatment Approaches for Treatment-Resistant Adults with Bulimia Nervosa and Binge Eating Disorder: Assessing the Benefits of Virtual Reality Cue Exposure Therapy.

Find a Location

Who is running the clinical trial?

University of Wisconsin, MadisonLead Sponsor
1,198 Previous Clinical Trials
3,162,129 Total Patients Enrolled
1 Trials studying Emotional Regulation
48 Patients Enrolled for Emotional Regulation
University of TorontoOTHER
698 Previous Clinical Trials
1,020,467 Total Patients Enrolled
Radboud University Medical CenterOTHER
1,165 Previous Clinical Trials
1,012,471 Total Patients Enrolled

Media Library

DEEP VR (Behavioural Intervention) Clinical Trial Eligibility Overview. Trial Name: NCT05022550 — N/A
Emotional Regulation Research Study Groups: DEEP VR Experiment Group
Emotional Regulation Clinical Trial 2023: DEEP VR Highlights & Side Effects. Trial Name: NCT05022550 — N/A
DEEP VR (Behavioural Intervention) 2023 Treatment Timeline for Medical Study. Trial Name: NCT05022550 — N/A
~44 spots leftby Jul 2025