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AnxietyNCT05319509

Pilot Study of Virtual Reality Therapy for Students With Anxiety

A study testing gameChange in people with Anxiety, run by The University of Texas Health Science Center, Houston at 1 site in United States.

Recruiting

Looking for participants now. Contact the study team or a site below to ask about taking part.

Sites and contacts
Official record
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Trial summary

The purpose of this study is to assess changes in self-reported anxiety over the course of six virtual reality (VR) sessions and to assess changes in academic self-efficacy, as well as examine the feasibility and acceptability of a relatively short and time intensive VR intervention (i.e.,six sessions over the course… Read more about this study

Who is it for?
Ages 18 to 30 years
Conditions the study is for
Anxiety
What is being tested?
gameChange
Type of treatment
Medical device
Could I receive a placebo?
No, everyone receives an active treatment
How many people
100 participants
Where
1 siteUnited States
Study dates
1 Apr 2022to 1 Aug 2027
Phase
Interventional
Are there results?
Not yet: the study is under way

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 to 30 years
  • All sexes
  • No healthy volunteers
  • Adult

Who may be able to join

  • enrolled in The University of Texas Health Science Center School of Public Health San Antonio regional campus
  • competent in English
  • total score of at least 3 on the Generalized Anxiety Disorder (GAD-2)

Who cannot join

  • Currently receiving psychological treatment for anxiety symptoms, or has received treatment in the last year.
  • Report photosensitive epilepsy.
  • Report stereoscopic vision or balance problems

Trial locations and contacts

1 site in 1 country. Contact the study team or a site near you to ask about taking part.

United States1 site, 1 recruiting
  • The University of Texas Health Science Center at Houston

    Houston, Texas, 77030

    Tsai Jack, PhD, 210-276-9022, Jack.Tsai@uth.tmc.edu

    Abigail Lipe, 210-722-8218, Abigail.R.Lipe@uth.tmc.edu

    Recruiting

Other trials in United States

About this study

The purpose of this study is to assess changes in self-reported anxiety over the course of six virtual reality (VR) sessions and to assess changes in academic self-efficacy, as well as examine the feasibility and acceptability of a relatively short and time intensive VR intervention (i.e.,six sessions over the course of three weeks) for reducing anxiety symptoms in college students.

Conditions
Anxiety
Being tested
gameChange
Keywords
virtual reality, college students
Medical subject headings
Anxiety Disorders

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • gameChangeDevice

    Staff will explain the rationale behind gameChange, and briefly explain the different scenarios: a doctor's office, a waiting room, a pub, a café, a grocery store, a public street and a bus. Each scenario contains five levels, each increasing with anxiety stimuli and certain tasks the participant must complete. The participant will put on the Oculus headset, and go through a preliminary orientation game. The headset will be casted to an external monitor. Once they start gameChange, it will take the participants to the virtual therapist's room. They will be asked to choose which scenario they would like to participate in first and will complete all five levels for one scenario. Research staff will be taking event sampling-style observations of the participant. After completion of the levels, the participant will return to the virtual therapist's room for debriefing, and then will be asked to exit the game.

Study groups in NCT05319509
Study groupRoleWhat they receive
gameChangeExperimentalNot described
Receives: Device: gameChange

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Change in state anxiety as assessed by the Liebowitz Social Anxiety Scale-Self Report version (LSAS-SR)

    The LSAS-SR questionnaire is composed of 24 items divided into 2 subscales, 13 concerning performance anxiety, and 11 pertaining to social situations. The 24 items are first rated on a Likert Scale from 0(none) to 3(severe) on fear felt during the situations, and then the same items are rated from 0(never)-3(usually)regarding avoidance of the situation. Combining the total scores for the Fear and Avoidance sections provides an overall score with a maximum of 144 points. Score of 30 or less indicates social anxiety disorder(SAD) is unlikely, score of 30-60 shows that SAD is probable and score 60-90 indicates that SAD is highly probable.

    Measured: before first session in week 1, before third session in week 2 and before sixth session in week 3

  2. Change in depressive symptoms as assessed by score on the Patient Health Questionnaire-4 (PHQ-4)

    The PHQ-4 questionnaire consists of 4 questions and each is rated on a 4 point scale from 0(not at all) to 3(every day) for a maximum score of 12,a higher number indicating a worse outcome.

    Measured: Baseline(before the first session in week 1)

  3. Change in anxiety related behaviors such as rate of speech

    Anxiety-related behaviors will be recorded using an event sampling observation guide

    Measured: Week 1(session1 and session 2), week 2( session 3 and session 4), week 3 (session 5 and session 6)

  4. Change in anxiety related behaviors such as volume of speech

    Anxiety-related behaviors will be recorded using an event sampling observation guide

    Measured: Week 1(session1 and session 2), week 2( session 3 and session 4), week 3 (session 5 and session 6)

  5. Change in anxiety related behaviors such as Negative self-talk

    Anxiety-related behaviors will be recorded using an event sampling observation guide

    Measured: Week 1(session1 and session 2), week 2( session 3 and session 4), week 3 (session 5 and session 6)

  6. Change in anxiety related behaviors such as Utterances about experience

    Anxiety-related behaviors will be recorded using an event sampling observation guide

    Measured: Week 1(session1 and session 2), week 2( session 3 and session 4), week 3 (session 5 and session 6)

  7. Change in anxiety related behaviors such as Laughter

    Anxiety-related behaviors will be recorded using an event sampling observation guide

    Measured: Week 1(session1 and session 2), week 2( session 3 and session 4), week 3 (session 5 and session 6)

  8. Change in Psychomotor agitation such as pacing

    Anxiety-related behaviors will be recorded using an event sampling observation guide

    Measured: Week 1(session1 and session 2), week 2( session 3 and session 4), week 3 (session 5 and session 6)

  9. Change in Psychomotor agitation such as Fidgeting

    Anxiety-related behaviors will be recorded using an event sampling observation guide

    Measured: Week 1(session1 and session 2), week 2( session 3 and session 4), week 3 (session 5 and session 6)

  10. Change in Psychomotor agitation such as Rubbing hands/neck/head

    Anxiety-related behaviors will be recorded using an event sampling observation guide

    Measured: Week 1(session1 and session 2), week 2( session 3 and session 4), week 3 (session 5 and session 6)

  11. Change in physiology such as perspiration

    Anxiety-related behaviors will be recorded using an event sampling observation guide

    Measured: Week 1(session1 and session 2), week 2( session 3 and session 4), week 3 (session 5 and session 6)

Secondary outcomes (4)
  1. Change in self-reported academic performance as assessed by the Motivated Strategies for Learning Questionnaire (MSLQ)

    The MSLQ questionnaire consists of 9 questions each one is scored from 1= not at all true of me to 7=very true of me, a higher number indicating a better outcome with a maximum score of 63

    Measured: before first session in week 1, before third session in week 2 and before sixth session in week 3

  2. change in feasibility as assessed by the rating on a short questionnaire

    The usability questionnaire is developed by gameChange about the ease of VR software use, believability of VR environment, and level of engagement. this consists of 5 questions and each one is scored form 1(very difficult) to 5(very easy) for a maximum score of 25, a higher number indicating more easiness in using the VR software

    Measured: after the third session in week 2 , after sixth session in week 3

  3. Change in acceptability as assessed by the rating on a short questionnaire

    The usability questionnaire is developed by gameChange about the ease of VR software use, believability of VR environment, and level of engagement. this consists of 5 questions and each is scored form 1(strongly disagree) to 5(strongly agree) for a maximum score of 25

    Measured: after the third session in week 2 , after sixth session in week 3

  4. Change in perceived presence in the virtual environment (as indicated by continuous score on the Igroup Presence Questionnaire (IPQ)

    There are 14 questions and each one is scored form -3 to +3. A total negative score indicates that the participant personally felt very disconnected from VR world, and that they lacked believable presence within world, and rather felt like they were manipulating a machine from an outside perspective.

    Measured: after the third session in week 2 and the sixth session in week 3

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted8 Apr 2022
  2. Study start1 Apr 2022
  3. Primary completion1 Apr 2027 (estimated)
  4. Study completion1 Aug 2027 (estimated)

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Treatment
Allocation
Not applicable
Intervention model
Single group
Masking
None (open label)
Enrolment
100 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT05319509
Sponsor's protocol ID
HSC-SPH-21-0935
Status last verified
Jun 2025
First submitted
31 Mar 2022
Last updated
12 Jun 2025
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
Yes
Individual data sharing
No

Questions about this trial

What is this clinical trial studying?

A study testing gameChange in people with Anxiety, run by The University of Texas Health Science Center, Houston at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 3 inclusion and 3 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: looking for participants now, as of the sponsor's last update on 12 Jun 2025. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

This study is still under way. Results are not available in the source record yet.

How can a doctor refer a patient or contact the research team?

Contact Tsai Jack, PhD (210-276-9022, Jack.Tsai@uth.tmc.edu), or a site near the patient. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Change in state anxiety as assessed by the Liebowitz Social Anxiety Scale-Self Report version (LSAS-SR) (time frame: before first session in week 1, before third session in week 2 and before sixth session in week 3). The study lists 11 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 12 Jun 2025.

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