| Literature DB >> 31290406 |
Jessica Lee Schleider1, Michael C Mullarkey2, John R Weisz3.
Abstract
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.Entities:
Keywords: adolescence; depression; ehealth; mental health; virtual reality
Year: 2019 PMID: 31290406 PMCID: PMC6647760 DOI: 10.2196/13368
Source DB: PubMed Journal: JMIR Res Protoc ISSN: 1929-0748
Figure 1Screen Capture from VR Personality Project – lesson on neuroplasticity.
Figure 2Screen Capture from VR Personality Project – a “scientist” describes research suggesting the malleability of personal traits.
Figure 3Screen Capture from VR Personality Project. 3a: Participants select gender identity. 3b: Peer guides for adolescents who are male-identifying. 3c: Peer guides for adolescents who are female-identifying. Adolescents who select “another identity” or “rather not say” encounter peer guides shown in panel 3b.
Similarities and differences between the virtual reality (VR) and computer-based personality project interventions.
| Intervention design feature | Virtual reality personality project | Computer-based personality project |
| Delivery format | Immersive, 360-degree virtual reality environments | Computer-based program delivered via Qualtrics survey |
| Personalization of intervention content | Characters in program vary in age, gender identity by participant-selected age and gender identity | Static program content; no personalization by user characteristics |
| Degree of user choice | Participants select when to proceed to subsequent intervention sections; where to focus attention and which characters to speak to in a variety 360-degree environment; how many questions to ask program | Participants select when to proceed to subsequent intervention sections and whether listen to audio-recordings of written intervention text |
| Core program content | Lesson on neuroplasticity and the brain; psychoeducation regarding links between thoughts, feelings, and actions; peer and scientist testimonials, “saying-is-believing” activities to solidify learning. Delivered by characters and computerized animations in various VR environments. | Lesson on neuroplasticity and the brain; psychoeducation regarding links between thoughts, feelings, and actions; peer and scientist testimonials, “saying-is-believing” activities to solidify learning. Delivered via written text and accompanying audio-recordings of text. |
| Structure of “saying-is-believing” activity | Participants witness a program character undergo an in-vivo stressor related to depressive symptoms. Participants (a) describe how they themselves would feel, were they to experience a similar stressor, by speaking out-loud to the VR program guide, and (b) offer advice to help this character cope more effectively with the setback, again by speaking out-loud to the program character. Participants select when to begin and stop speaking. | Participants read about a peer undergoing a stressor related to depressive symptoms. Participants (a) write about how they themselves would feel, were they to experience a similar stressor, and (b) offer written advice to help this peer cope more effectively with the setback (using newly-gleaned knowledge about personality and the brain). |
Schedule of enrollment, interventions, and assessments.
| Schedule | Study period | |||||||
| Enrollment | Allocation (baseline) | Post-allocation | Close-out (9 months) | |||||
| Intervention administration | Immediate post-intervention | 3 months | ||||||
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| ||||||||
| Eligibility screen | X | —a | — | — | — | — | ||
| Informed consent/assent | X | — | — | — | — | — | ||
| Allocation | — | X | — | — | — | — | ||
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| ||||||||
| VR GMIc | — | — | X | — | — | — | ||
| Web-based GMId | — | X | — | — | — | |||
| Web-based STe | — | X | — | — | — | |||
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| ||||||||
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| ||||||||
| Children's Depression Inventory 2-Youth | — | X | — | — | X | X | ||
| Screen for anxiety related disorders-Youth | — | X | — | — | X | X | ||
| Primary control scale for children | — | X | — | X | X | X | ||
| Secondary control scale for children | — | X | — | X | X | X | ||
| Beck Hopelessness Scale-Short form | — | X | — | X | X | X | ||
| UCLAf Loneliness Scale-Version 3 | — | X | — | X | X | X | ||
| Implicit personality theories questionnaire | — | X | — | X | X | X | ||
| Attitudes toward therapy scale | — | X | — | X | X | X | ||
| Program feedback scale | — | — | — | X | — | — | ||
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| ||||||||
| Family demographics, youth treatment history | — | X | — | — | — | — | ||
| Children's depression inventory 2-parent | X | X | — | — | X | X | ||
| Screen for anxiety related disorders–parent | — | X | — | — | X | X | ||
| Implicit personality theories questionnaire | — | X | — | — | X | X | ||
| Attitudes toward therapy scale | — | X | — | — | X | X | ||
| Brief symptom inventory-18 | — | X | — | — | X | X | ||
aNot applicable.
bEach ~30 minutes in length; randomized to receive 1 of 3.
cVR GMI: virtual-reality growth mindset intervention.
dGMI: growth mindset intervention.
eST: supportive therapy.
fUCLA: University of California Los Angeles.