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.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
SINGLE
Enrollment
90
Confrontation with spiders via gamified app
Massed exposure therapy over the course of one single session, applied in a remote-online context
Philipps University Marburg
Marburg, Germany
Philipps-University Marburg Clinical Psychology and Psychotherapy
Marburg, Germany
Change in avoidance behavior (Behavioral Approach Task; BAT)
Scores range from 0 ("participant refuses to enter the room with spider") to 12 ("participant holds the spider at least for 20 sec").
Time frame: Baseline; (after one-session exposure if applied); Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)
Change in spider fear (Spider Phobia Questionnaire; SPQ)
The scale ranges from 0-31. High scores reflect high subjective levels and low scores low subjective levels of spider fear.
Time frame: Baseline; Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)
Change in spider fear: Spider-Anxiety Questionnaire (FAS)
The scale ranges from 0-108. High scores reflect high subjective levels and low scores low subjective levels of spider fear.
Time frame: Baseline; Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)
Change in disgust before and after playing the app
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
Time frame: Before starting and immediately after completing the game
Change in arousal before and after playing the app
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
Time frame: Before starting and immediately after completing the game
Change in anxiety before and after playing the app
This platform is for informational purposes only and does not constitute medical advice. Always consult a qualified healthcare professional.
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
Time frame: Before starting and immediately after completing the game