Efficacy of a Gamified Augmented Reality Exposure-based Application in Subjects With Fear of Spiders
NCT04162509 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 60
Last updated 2019-12-20
Summary
Investigation of the efficacy of a gamified augmented reality exposure app in individual with fear of spiders.
Conditions
- Fear of Spiders
Interventions
- OTHER
-
AR app
Participants will be exposed to nine different AR spider scenarios with a pre-defined length of 2 minutes for each level. Each level starts with a surface scan of the environment and the placement of the AR spider model(s) by tapping on the display. Through small text pop-ups the user is instructed to perform different tasks (e.g. looking at the spider model, approaching it, holding the hand under the model). They proceed to further levels according to a predefined exposure scheme based on SUDS for fear (scale 0=no fear to 10=maximum fear) and disgust (scale 0=no disgust to 10=maximum disgust) and the assurance of the task completed (yes/no). Users will repeat each level until their SUDS are 4 or below and have completed the task. Each exposure session is limited to approx. 30 minutes (controlled by the participants) irrespective of achieved level.
Sponsors & Collaborators
-
Swiss National Science Foundation
collaborator OTHER -
Prof. Dominique de Quervain, MD
lead OTHER
Principal Investigators
-
Dominique de Quervain, Prof. · University of Basel
Study Design
- Allocation
- RANDOMIZED
- Purpose
- OTHER
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Min Age
- 18 Years
- Max Age
- 40 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2019-10-07
- Primary Completion
- 2019-12-04
- Completion
- 2019-12-04
Countries
- Switzerland
Study Locations
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