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OpenTrials
Completed

NCT Number: NCT05342077

Virtual Reality-Reward Training for Anhedonia

The purpose of this study is to compare the effects of Virtual Reality-Reward Training (VR-RT) with an active control condition, Virtual Reality-Memory Training (VR-MT), on positive affect and other clinical symptoms.

VR-Reward Training is a novel intervention aimed at enhancing savoring of positive experiences among individuals with depression and low positive affect through guided imaginal recounting following immersion in positive VR experiences.

Target enrollment is 80 male and female participants with low positive affect, depression, and impaired functioning, who are at least 18 years old, who will be randomly assigned to 7 weeks of either Virtual Reality-Reward Training (VR-RT) or Virtual Reality-Memory Training (VR-MT). Participants will complete in-person VR sessions, laboratory assessments, self-report questionnaires as part of the study.

The total length of participation is around 3 months.

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Key information

Age range

18 year and older

Sex eligibility

All sexes

Study type

Interventional

Phase

Phase 1

Primary location

University of California, Los Angeles

Los Angeles, California, 90095, United States

About this study

Anhedonia, or loss of interest and pleasure in usual activities, has been relatively resistant to pharmacological and psychological treatments in the context of anxiety and depression. Newer treatments that focus upon positivity or reward sensitivity have shown promising results.

The purpose of the current randomized controlled trial is to compare the effects of Virtual Reality-Reward Training (VR-RT) with an active control condition, Virtual Reality-Memory Training (VR-MT), on positive affect and other clinical symptoms. Virtual Reality-Reward Training is designed to augment reward sensitivity in individuals with depression and low positive affect. Targets include behavioral, cognitive, and self-report indices of reward anticipation and initial response to reward. Specificity of target engagement is assessed by comparison with Virtual Reality-Memory Training, designed to improve memory.

Targets and clinical outcomes are assessed at baseline (Week 1) and either weekly or at mid-treatment (Week 3), post-treatment (Week 7), and follow-up (Week 12). Statistical models evaluate whether change in outcomes and change in target measures are greater as a result of Virtual Reality-Reward Training compared to Virtual-Reality-Memory Training and whether changes in target measures correlate with changes in outcome measures.

Target enrollment is 80 male and female participants with low positive affect, depression, and impaired functioning, who are at least 18 years old, who will be randomized to Virtual Reality-Reward Training or Virtual-Reality Memory Training, each comprising 7 individual virtual reality training sessions over the course of 7 weeks.

Participants will complete laboratory tests and self-report questionnaires as part of the study. Total length of participation is around 3 months.

Who can participate

Healthy volunteers accepted: No

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • At least 18 years old
  • Fluent in written and spoken English
  • Meet all of the following dimensional score cutoffs:
  • Score on the DASS-21 depression subscale must be ≥ 11
  • Score on the PANAS-P of 24 or lower
  • Score on the SDS of ≥ 6
  • Willingness to refrain from initiating other psychosocial treatments throughout the duration of the study

Exclusion criteria

  • Lifetime history of bipolar disorder, psychosis, mental retardation, or organic brain damage
  • Substance use disorder in the past 6 months
  • Current use of psychotropic medications
  • Currently pregnant or planning to become pregnant
  • Self-reported frequent motion sickness
  • Self-reported seizures within the last year and/or a diagnosis of epilepsy

Treatment and study plan

Virtual Reality-Reward Training (VR-RT)

Behavioral

Participants will complete verbal recounting (present-tense, field perspective, positive details) and guided imaginal recounting of positive details for rewarding VR experiences and positive autobiographical memories.

Virtual Reality-Memory Training (VR-MT)

Behavioral

Participants will complete verbal recounting (past-tense, observer perspective, objective details) and guided imaginal recounting of neutral details for neutral VR experiences and neutral autobiographical memories.

Primary outcomes

  1. Depression, Anxiety, and Stress Scales (DASS-21)

    Time frame: Change from baseline to follow-up (Week 12)

    Reported symptoms of depression (score range: 0-21), anxiety (score range: 0-21), and stress (score range: 0-21), higher scores indicate higher severity and frequency.

  2. The Positive Affect and Negative Affect Schedule-Expanded Form (PANAS X) (General Dimensions Scales)

    Time frame: Change from baseline to follow-up (Week 12)

    Change in reported positive affect (general dimensions scale positive affect) and negative affect (general dimension scale negative affect) (score range for each scale: 10-50, higher scores represent higher levels of positive affect or negative affect).

  3. MASQ-AD 14 Item

    Time frame: Change from baseline to follow-up (Week 12)

    Change in reported anhedonia (score range: 14-70), with higher scores indicating greater anhedonic symptom severity

Secondary outcomes

  1. Behavioral Activation Scale (BAS)

    Time frame: Change from baseline to follow-up (Week 12)

    Change in reported reward sensitivity (score range: 23-92), with higher scores indicating higher reward sensitivity

  2. Work and Social Functioning Scale (WSAS)

    Time frame: Change from baseline to follow-up (Week 12)

    Change in impairment in the following life domains: work (score range: 0-8), home management (score range: 0-8), social leisure (score range: 0-8), private leisure (score range: 0-8) and personal or family relationships (score range: 0-8).

  3. Positive and Negative Affective Schedule (PANAS)

    Time frame: Change from baseline to follow-up (Week 12)

    Change in reported positive affect and negative affect (score range for each scale: 10-50, higher scores indicate higher levels of positive affect or negative affect)

  4. Temporal Experience of Pleasure Scale (TEPS)

    Time frame: Change from baseline to follow-up (Week 12)

    Change in reported anticipatory pleasure (score range: 10-60) and consummatory pleasure (score range: 8-48). Higher scores indicate higher reward responsiveness.

  5. Effort Reward Trade-off Task

    Time frame: Change from baseline to follow-up (Week 12)

    Change in behavioral effort for reward (button presses for points) and experience of reward (happiness ratings). The Effort Reward Trade-off Task is a novel online behavioral task.

  6. Positive Valence Systems Scale (PVSS-21)

    Time frame: Change from baseline to follow-up (Week 12)

    Change in reward anticipation, motivation, and consumption for rewards such as rewards such as food, physical touch, positive feedback, social interactions, hobbies and goals (score range: 21-105). Higher scores (e.g. 105) indicate higher reward responsiveness.

Sponsors and collaborators

Lead sponsor

University of California, Los Angeles

Other

Registry information

Acronym: VR-RT

Important dates

Study start
2022
Primary completion
2025
Study completion
2025
First posted
Apr 22, 2022
Registry last updated
Apr 4, 2025

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

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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