7-day exposure therapy via self-developed app according to (Haberkamp et al., submitted)
BehavioralConfrontation with spiders via gamified app
Other names: Spider Gamification App
NCT Number: NCT04423783
Mobile applications are more and more considered when implementing programs for treating mental disorders. The study aims to reduce avoidance and fear of spiders in spider-fearful individuals by combining exposure principles with gamification elements (e.g. narrative background, level progression, points, feedback). We investigate the efficacy of the gamified app in a remote online-therapy context.
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Notify Me18 year–65 year
All sexes
Interventional
Not applicable
Philipps University Marburg, Marburg, Germany
Healthy volunteers accepted: No
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Participants must
Exclusion criteria
Participants will be deemed ineligible if they do not meet the above inclusion criteria or
Confrontation with spiders via gamified app
Other names: Spider Gamification App
Massed exposure therapy over the course of one single session, applied in a remote-online context
Other names: Online exposure
Time frame: Baseline; (after one-session exposure if applied); Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)
Scores range from 0 ("participant refuses to enter the room with spider") to 12 ("participant holds the spider at least for 20 sec").
Time frame: Baseline; Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)
The scale ranges from 0-31. High scores reflect high subjective levels and low scores low subjective levels of spider fear.
Time frame: Baseline; Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)
The scale ranges from 0-108. High scores reflect high subjective levels and low scores low subjective levels of spider fear.
Time frame: Before starting and immediately after completing the game
Seven-point rating scale scoring from 0 to 6: high scores reflect high levels and low scores low levels of experienced disgust; participants play twice a day (between 8 - 11 am and 4 - 7 pm); ratings are part of the app
Time frame: Before starting and immediately after completing the game
Seven-point rating scale scoring from 0 to 6: high scores reflect high levels and low scores low levels of experienced arousal; participants play twice a day (between 8 - 11 am and 4 - 7 pm); ratings are part of the app
Time frame: Before starting and immediately after completing the game
Seven-point rating scale scoring from 0 to 6: high scores reflect high levels and low scores low levels of experienced anxiety; participants play twice a day (between 8 - 11 am and 4 - 7 pm); ratings are part of the app
Time frame: Baseline, Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)
Measures severity of depression; The scale ranges from 0-63: 0-13 minimal depressive symptoms; 14-19 mild symptoms; 20-28 moderate symptoms; 29-63 severe symptoms.
Time frame: Baseline, Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)
Measures clinically relevant psychological symptoms.
Time frame: (after one-session exposure if applied), Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)
Standardised satisfaction measurement
Time frame: Post-treatment (1-week after baseline)
Questionnaire assessing the quality of new user-oriented health applications
Anke Haberkamp
Other
Testing a Gamified App to Reduce Avoidance and Fear of Spiders in Spider Phobia
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View the official ClinicalTrials.gov record (opens in a new tab)This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.
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