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Published on: April 23, 2014
Virtual Reality and Web-Based Growth Mindset Interventions for Adolescent Depression: Protocol for a Three-Arm
Jessica Lee Schleider1, Michael C Mullarkey2, John R Weisz3
1Department of Psychology, Stony Brook University, Stony Brook, NY, United States.
Virtual reality (VR) growth mindset (GM) interventions show promise for reducing adolescent depression by increasing perceived control. This novel VR approach may offer a more effective and engaging treatment option than web-based interventions.
Area of Science:
- Psychiatry and Mental Health
- Human-Computer Interaction
- Developmental Psychology
Background:
- Adolescent depression is a leading cause of disability with significant economic impact.
- Many adolescents do not receive adequate treatment for depression, with high rates of non-response and dropout.
- Previous web-based growth mindset (GM) interventions show promise but do not benefit all adolescents uniformly.
Purpose of the Study:
- To test the acceptability and efficacy of a novel, single-session virtual reality (VR) intervention (VR Personality Project) for adolescent depression.
- To enhance adolescents' perceived control through an immersive, engaging, user-directed VR experience.
- To investigate if targeting perceived control can lead to greater reductions in depressive symptoms compared to existing interventions.
Main Methods:
- Randomized controlled trial with 159 adolescents (ages 12-16) with elevated depressive symptoms.
- Intervention groups: VR Personality Project, web-based GM intervention, or active web-based control.
- Data collection on depression symptoms, perceived control, and functioning at pre-intervention, post-intervention, and 3- and 9-month follow-ups.
Main Results:
- Hypothesize that both VR and web-based GM interventions will outperform the control group in reducing adolescent depressive symptoms.
- Predict that the VR intervention will yield greater symptom reductions than the web-based GM intervention.
- Anticipate that increases in perceived control from pre- to post-intervention will mediate symptom reductions in the VR group.
Conclusions:
- The VR Personality Project may offer an efficient, mechanism-targeted strategy for reducing adolescent depressive symptoms.
- The intervention is potentially affordable, with costs comparable to a commercial VR headset.
- VR interventions may be a highly engaging and effective option for adolescents experiencing mood-related distress.
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