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ID
Source
Brief title
Health condition
Obsessive-Compulsive Disorder
Sponsors and support
Intervention
Outcome measures
Primary outcome
- Self-reported experienced emotional responses during the game, subdivided in anxiety, unrest, insecurity and control need.
- Number of compulsions performed in the VR-game
Secondary outcome
- Autonomic variables recorded during performance of the VR-game such as heart-rate variability and skin conductance
Background summary
Rationale:
Obsessive-compulsive disorder (OCD) is a chronic psychiatric disorder characterized by obsessions (e.g. contamination fear) and repetitive compulsions (e.g. excessive washing). To date, the severity of OCD symptoms is assessed with retrospective and largely subjective clinician-rated questionnaires. Interestingly, virtual reality (VR) can be used to actively provoke and assess OCD specific symptoms in a controlled and standardized environment. We will investigate a VR-game designed to provoke OCD symptoms and assesses OCD symptom severity in different OCD-specific situations. If OCD symptom severity can be assessed in VR, subjective and retrospective limitations will resolve, leading to more accurate, efficient and objective OCD diagnostics.
Objectives:
The main goal of this study is to validate the VR game. First, we will investigate whether the VR-game is able to provoke OCD-specific symptoms in OCD patients. The VR-game generates subjective and objective output scores. Subjective output scores are the self-reported emotional responses, subdivided in anxiety, unrest, insecurity and control need. Objective output scores express compulsive behaviour as performed in the VR-game. To objectify the self-reported emotional responses, autonomic effects will be recorded. We hypothesize that the subjective and objective output scores as well as the autonomic effects will be significantly higher in OCD patients as compared to healthy controls.
Study design:
Two groups of participants, consisting of OCD patients and healthy controls, will participate in this study. These groups will participate in a cross sectional study and will play the VR-game while autonomic effects are recorded.
Study objective
We expect the VR-game to provoke emotional responses and compulsive behavior in OCD patients. Additionally, we expect autonomic effects to correspond with emotional responses in OCD patients.
We hypothesize that the subjective and objective output scores, as well as the autonomic effects, will be significantly higher in OCD patients as compared to healthy controls.
Study design
- Participation will take up to two hours. OCD patients will be called the day after to evaluate side-effects.
Intervention
Virtual reality game
Inclusion criteria
- Diagnosis of primary OCD by DSM-IV criteria, confirmed by the Structured Clinical Interview for Diagnostic and Statistical Manual for Mental Disorders (SCID, DSM-IV)
- Age between 18-65
- Written informed consent of the subject
Exclusion criteria
- Severe neurological disorders (including seizures) and cardiovascular disorders, as derived from medical history
- Mental retardation
- Severe comorbid axis I disorders including schizophrenia like disorders and bipolar disorder
- Alcohol or substance abuse (including benzodiazepines) during the last 6 months
- Use of alcohol or benzodiazepines in the 24 hours prior to investigation or recreational drugs in the 72 hours prior to investigation
- Abnormal hearing and uncorrected vision
Design
Recruitment
Followed up by the following (possibly more current) registration
Other (possibly less up-to-date) registrations in this register
No registrations found.
In other registers
Register | ID |
---|---|
NTR-new | NL5579 |
NTR-old | NTR5935 |
CCMO | NL46697.018.13 |
OMON | NL-OMON44773 |