An interventional study of psychoeducation on emotional regulation and distraction strategy and Using the FLOAT app on a virtual reality device in Control and Experimental, sponsored by University of Haifa. Completed at 1 site in Israel. Open to participants aged 18 Years to 40 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2024-04-17.
Sponsored by University of Haifa · Not applicable, Interventional, and Treatment
The goal of this clinical trial is to examine the effectiveness and safety of the VR FLOAT application as a tool to reduce negative thoughts and feelings and anxiety symptoms in students with high levels of stress and anxiety. The main questions it aims to answer are:
University of Haifa is the lead sponsor of 101 studies on the registry; 25 are open to participants now.
Counted across the registry records on this site, refreshed daily.
Exclusion Criteria:
psychoeducation on emotional regulation and distraction strategy + Application
Behavioral: psychoeducation on emotional regulation and distraction strategy + Application
psychoeducation on emotional regulation and distraction strategy + Application with the FLOAT app
Behavioral: psychoeducation on emotional regulation and distraction strategy · Device: Using the FLOAT app on a virtual reality device
The experimenter gives the subject psychoeducation about emotional regulation and distraction strategy with the help of a conversation and a presentation.
The subject should wear the VR device, and use the FLOAT application.
psychoeducation on emotional regulation and distraction strategy + Application
situational anxiety before session
The State-Trait Anxiety Inventory (STAI) questionnaire. range 20 to 100, with a higher score representing higher levels of anxiety
Time frame: a week
situational anxiety after session
The State-Trait Anxiety Inventory (STAI) questionnaire. range 20 to 100, with a higher score representing higher levels of anxiety
Time frame: a week
satisfaction with life
Satisfaction with Life Scale (SWLS). 5 to 35. A high score represents higher life satisfaction and a lower score represents a lower life satisfaction
Time frame: baseline
satisfaction with life
Satisfaction with Life Scale (SWLS). 5 to 35. A high score represents higher life satisfaction and a lower score represents a lower life satisfaction
Time frame: week 3, after intervention
Ease of using the technology
System Usability Scale (SUS). scale from 0 to 100. A score higher than 70 indicates good usability, while a score lower than 50 indicates low usability.
Time frame: week 3, after intervention
The FLOAT user experience
A semi-structured interview, will be analyzed qualitatively
Time frame: week 3, after intervention
This study is completed, as verified in Apr 2024. You cannot join it, but the record below documents what was studied.
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University of Haifa