Name (Synonyms) | Correlation | |
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drug2502 | Therapist-guided one-session online exposure therapy according to (Öst, 1989) Wiki | 1.00 |
Name (Synonyms) | Correlation |
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There is one clinical trial.
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.
Description: Scores range from 0 ("participant refuses to enter the room with spider") to 12 ("participant holds the spider at least for 20 sec").
Measure: Change in avoidance behavior (Behavioral Approach Task; BAT) Time: Baseline; (after one-session exposure if applied); Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)Description: The scale ranges from 0-31. High scores reflect high subjective levels and low scores low subjective levels of spider fear.
Measure: Change in spider fear (Spider Phobia Questionnaire; SPQ) Time: Baseline; Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)Description: The scale ranges from 0-108. High scores reflect high subjective levels and low scores low subjective levels of spider fear.
Measure: Change in spider fear: Spider-Anxiety Questionnaire (FAS) Time: Baseline; Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)Description: 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
Measure: Change in disgust before and after playing the app Time: Before starting and immediately after completing the gameDescription: 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
Measure: Change in arousal before and after playing the app Time: Before starting and immediately after completing the gameDescription: 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
Measure: Change in anxiety before and after playing the app Time: Before starting and immediately after completing the gameDescription: 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.
Measure: Beck Depression Inventory II (BDI-II) Time: Baseline, Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)Description: Measures clinically relevant psychological symptoms.
Measure: Brief Symptom Inventory (BSI) Time: Baseline, Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)Description: Standardised satisfaction measurement
Measure: German version of the Client Satisfaction Questionnaire (CSQ-8) Time: (after one-session exposure if applied), Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)Description: Questionnaire assessing the quality of new user-oriented health applications
Measure: Mobile Application Rating Scale (MARS) Time: Post-treatment (1-week after baseline)