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首页> 外文期刊>JMIR Research Protocols >Virtual Reality and Web-Based Growth Mindset Interventions for Adolescent Depression: Protocol for a Three-Arm Randomized Trial
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Virtual Reality and Web-Based Growth Mindset Interventions for Adolescent Depression: Protocol for a Three-Arm Randomized Trial

机译:虚拟现实和基于Web的青少年抑郁症成长心态干预措施:三臂随机试验的协议

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Background Depression is the leading cause of disability in youth, with a global economic burden of US $210 billion annually. However, up to 70% of youth with depression do not receive services. Even among those who do access treatment, 30% to 65% fail to respond and many dropout prematurely, demonstrating a need for more potent, accessible interventions. In a previous trial, a single-session Web-based growth mindset (GM) intervention significantly reduced depressive symptoms in high-symptom adolescents; however, this intervention did not benefit adolescents uniformly. For instance, the intervention reduced depression in adolescents who reported post intervention increases in perceived control, but it did not lead to significant depression reductions in adolescents who reported no significant post intervention increases in perceived control. Objective The goal of this project is to test the acceptability and efficacy of a novel, single-session, virtual reality (VR) depression intervention—the VR Personality Project —teaching GM, the belief that personal attributes are malleable rather than fixed. The VR Personality Project was designed to systematically target and increase adolescents’ perceived control by offering a more immersive, engaging, user-directed intervention experience than the Web-based intervention can provide. By targeting an identified predictor of intervention response, the VR Personality Project may lead to larger reductions in depressive symptoms than existing Web-based mindset interventions. Methods Adolescents with elevated depressive symptoms or a recent history of depression (N=159; ages 12 to 16 years) will be randomized to one of 3 intervention conditions: the VR Personality Project; the Web-based GM intervention tested previously; or an active, Web-based control. Adolescents and their parents will report on the adolescents’ depression symptoms, perceived control, and related domains of functioning at preintervention, postintervention, and at 3- and 9-month follow-up assessments. Results We predict that the VR and Web-based mindset interventions will both lead to larger reductions in adolescent symptoms than the control intervention. Additionally, we predict that the VR-based single session intervention will lead to larger reductions in depression than the online mindset intervention and that these symptom reductions will be mediated by increases in adolescents’ perceived control from pre- to postintervention. Conclusions The results may suggest an efficient strategy for reducing adolescent depressive symptoms: One that is mechanism-targeted, relatively affordable (less than US $200 for a commercially available VR headset, a fraction of the cost of long-term psychotherapy) and potentially engaging to adolescents experiencing mood-related distress.
机译:背景技术抑郁症是导致青年人残疾的主要原因,每年全球经济负担超过2100亿美元。但是,多达70%的抑郁症青年没有得到服务。即使在接受治疗的患者中,也有30%至65%的患者没有反应,许多人过早辍学,这表明需要更有效,更容易获得的干预措施。在先前的一项试验中,基于Web的单阶段生长思维方式(GM)干预可显着减少高症状青少年的抑郁症状。但是,这种干预并没有使青少年统一受益。例如,干预措施减少了据称干预后知觉控制增加的青少年的抑郁感,但并未导致干预措施后未见知觉控制显着增加的青少年的抑郁症明显减少。目的该项目的目的是测试一种新颖的,单次会话的虚拟现实(VR)抑郁症干预措施(VR人格项目)的教学效果,该干预旨在教授GM,即人们认为个人属性具有可塑性而不是固定的。 VR个性项目旨在通过提供比基于Web的干预更沉浸,引人入胜,以用户为导向的干预体验来系统地瞄准和增强青少年的感知控制力。通过确定已确定的干预反应预测因子,与现有的基于Web的心态干预相比,VR个性项目可能会导致抑郁症状的减轻。方法将抑郁症状升高或近期有抑郁史的青少年(N = 159;年龄在12至16岁)随机分为以下三种干预条件之一:VR人格项目;基于Web的GM干预先前已测试;或基于Web的活动控件。青少年及其父母将在干预前,干预后以及3个月和9个月的随访评估中报告青少年的抑郁症状,知觉控制和相关的功能范围。结果我们预测,与对照干预相比,VR和基于Web的心态干预都会导致青少年症状的减轻。此外,我们预测基于VR的单次干预将比在线思维干预带来更大的抑郁减轻,并且这些症状的减少将由干预前到干预后青少年对控制感的增强所调节。结论结果可能表明减少青少年抑郁症状的有效策略:以机制为目标,相对可负担的价格(市售VR头盔不到200美元,是长期心理治疗费用的一小部分),并且可能吸引青少年遇到与情绪有关的困扰。

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