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Virtual Reality Therapy for Emotional Regulation in Youth

(VERVE Trial)

RJ
Overseen byRyan J Herringa, MD,PhD
Age: < 18
Sex: Any
Travel: May Be Covered
Time Reimbursement: Varies
Trial Phase: Academic
Recruiting
Sponsor: University of Wisconsin, Madison
Disqualifiers: Active psychosis, others
No Placebo Group

Trial Summary

What is the purpose of this trial?

This trial aims to test virtual reality video games as a way to help young people in the juvenile justice system manage their emotions. The games provide real-time feedback on the body's responses, teaching better emotional control. The goal is to see if this method is effective and well-received by the participants.

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the treatment DEEP VR, DEEP-VR, Virtual Reality Game for Anxiety and Depression?

Research shows that virtual reality (VR) therapies can help reduce symptoms of anxiety and depression. A meta-analysis found VR therapies to be more effective than control conditions for these issues, and VR has been shown to be a practical and effective tool in treating social anxiety and aggressive behavior in children.12345

Is virtual reality therapy safe for treating emotional disorders in youth?

Virtual reality therapy is generally considered safe for treating emotional disorders, with studies showing it to be feasible and tolerable for youth with anxiety. Some mild and temporary side effects like nausea, dizziness, or headache may occur, but these are not common.15678

How does the treatment DEEP VR differ from other treatments for emotional regulation in youth?

DEEP VR is unique because it uses immersive virtual reality to help young people manage their emotions, offering a playful and engaging way to practice emotional regulation. Unlike traditional therapies, it provides a scalable and accessible solution that can be used remotely, making it easier for youth to access treatment.12456

Research Team

RJ

Ryan J Herringa, MD,PhD

Principal Investigator

University of Wisconsin, Madison

Eligibility Criteria

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.

Inclusion Criteria

I can read text on a computer screen clearly.
Availability of a caregiver to provide oral consent
I am between 13 and 17 years old.
See 1 more

Exclusion Criteria

Report of previous discomfort with immersive experiences, including virtual reality, 3D films, or similar media
Active psychosis or comparably impairing psychiatric condition

Trial Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Treatment

Participants undergo up to 6 virtual-reality-based biofeedback sessions to improve emotional regulation

6 weeks
Up to 6 visits (in-person)

Follow-up

Participants are monitored for changes in physiological arousal and symptom severity after treatment

4 weeks

Treatment Details

Interventions

  • DEEP VR (Behavioural Intervention)
Trial OverviewThe 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.
Participant Groups
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.

Find a Clinic Near You

Who Is Running the Clinical Trial?

University of Wisconsin, Madison

Lead Sponsor

Trials
1,249
Recruited
3,255,000+
Robert Drape profile image

Robert Drape

University of Wisconsin, Madison

Chief Executive Officer since 2007

Executive MBA from the University of Wisconsin – Madison, Bachelor's degree in Biology from Augustana College (IL)

Dr. Ciara Barclay-Buchanan profile image

Dr. Ciara Barclay-Buchanan

University of Wisconsin, Madison

Chief Medical Officer since 2023

MD from Wayne State University School of Medicine

University of Toronto

Collaborator

Trials
739
Recruited
1,125,000+
Allison Brown profile image

Allison Brown

University of Toronto

Chief Medical Officer

PhD in Chemical Engineering from the University of Toronto

Michael Sefton profile image

Michael Sefton

University of Toronto

Chief Executive Officer since 2017

PhD in Chemical Engineering from the University of Toronto and MIT

Radboud University Medical Center

Collaborator

Trials
1,203
Recruited
1,157,000+

Jacques Lemmens

Radboud University Medical Center

Chief Executive Officer since 2020

PhD in Organic Chemistry, University of Nijmegen

Louis Denis

Radboud University Medical Center

Chief Medical Officer

MD, Vrije Universiteit Brussel

Explore DEEP Inc

Collaborator

Trials
1
Recruited
140+

Findings from Research

Immersive virtual reality (VR) exposures are feasible and show clinical benefits in reducing anxiety severity in youth with specific phobias, based on a study involving three youth and their parents who underwent a one-session treatment.
The use of VR exposures resulted in significant changes in both physiological arousal and subjective distress, with evidence of physiological habituation observed in participants who responded positively to the treatment at follow-up.
Immersive Virtual Reality Exposures for the Treatment of Childhood Anxiety.Ramsey, KA., Essoe, JK., Boyle, N., et al.[2023]
In a study involving 115 boys with aggressive behavior problems, using interactive virtual reality alongside Cognitive Behavioral Therapy (CBT) significantly reduced aggressive behaviors compared to standard care and traditional roleplays.
The virtual reality approach not only improved treatment outcomes but also enhanced children's emotional engagement and overall appreciation of the therapy, suggesting it could be a valuable tool in behavioral interventions.
Treating children's aggressive behavior problems using cognitive behavior therapy with virtual reality: A multicenter randomized controlled trial.Alsem, SC., van Dijk, A., Verhulp, EE., et al.[2023]
Virtual reality (VR) exposure therapy integrated into cognitive-behavioral therapy (CBT) for social anxiety disorder (SAD) was found to be more effective than traditional in-person exposure, with significant improvements on the Liebowitz Social Anxiety Scale and other measures.
The study involved 59 participants over 14 weekly CBT sessions, and results showed that VR exposure not only led to better outcomes immediately after treatment but also maintained improvements at a 6-month follow-up, while being more practical for therapists.
Virtual reality compared with in vivo exposure in the treatment of social anxiety disorder: a three-arm randomised controlled trial.Bouchard, S., Dumoulin, S., Robillard, G., et al.[2019]

References

Immersive Virtual Reality Exposures for the Treatment of Childhood Anxiety. [2023]
Treating children's aggressive behavior problems using cognitive behavior therapy with virtual reality: A multicenter randomized controlled trial. [2023]
Virtual reality compared with in vivo exposure in the treatment of social anxiety disorder: a three-arm randomised controlled trial. [2019]
The use of virtual reality in assessment and treatment of anxiety and related disorders. [2021]
The effectiveness of virtual reality based interventions for symptoms of anxiety and depression: A meta-analysis. [2019]
A Decade in Review: A Systematic Review of Virtual Reality Interventions for Emotional Disorders. [2023]
Isolating the effect of Virtual Reality Based Exposure Therapy for agoraphobia: a comparative trial. [2011]
[Virtual reality therapy in anxiety disorders]. [2017]