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Cognitive Behavioral Immersion: A Randomized Control Trial of Peer-Based Coaching in the Metaverse

Cognitive Behavioral Immersion: A Randomized Control Trial of Peer-Based Coaching in the Metaverse
认知行为沉浸:元宇宙中同伴辅导的随机对照试验
批准号:
10759841
负责人:
Noah Robinson
金额:
$112.54万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2023
资助国家:
美国
项目状态:
未结题
起止时间:
2023-09-08 至 2025-08-31

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中文摘要
翻译
项目摘要/摘要 抑郁症和焦虑症是全球最大的公共卫生负担之一。虽然有效的第一线 像认知行为疗法这样的治疗方法已经被证明是有效的,有许多障碍 获得这种临床医生提供的护理(例如,成本、提供者可用性、耻辱)。迫切需要 有效且负担得起的干预措施,可以扩展并为数百万人提供心理健康支持 世界各地有抑郁症和焦虑症的人,他们目前得不到足够的服务。第一期工程 重点研究了认知行为沉浸式™的发展和可行性,并将其定义为交付 在虚拟世界中由基于同伴的教练进行认知行为技能培训。CBI有潜力提供 为抑郁症和焦虑症患者提供有效、负担得起且可扩展的支持。虽然有初步证据表明 支持CBI治疗抑郁症和焦虑症的可行性,将这种方式与其 缺乏或另一种有效治疗尚未进行,其相对疗效尚不清楚。此外, 目前尚不清楚沉浸式虚拟现实是否会在上述认知行为技能训练中带来好处 除了平板电视访问相同的内容之外。拟议的第二阶段项目旨在评估 通过VR耳机(CBI-VR)访问的沉浸式CBI程序(CBI-VR)与常规治疗(TAU)的比较 控制和通过平板屏幕(CBI-平板屏幕)访问的非沉浸式CBI条件在随机对照中 审判。在完成这一目标后,拟议的项目将进一步发展CBI平台以及 测试了这个程序的效果。这将有助于最终与更大的付款人和员工建立合作伙伴关系 援助计划。拟议的项目还将提高直接面向消费者的价值主张 和企业对企业阶段。
英文摘要
PROJECT SUMMARY/ABSTRACT Depression and anxiety rank among the largest public health burdens worldwide. While effective first-line treatments like cognitive behavioral therapy have been shown to be effective, there are numerous barriers to accessing this kind of clinician delivered care (e.g., cost, provider availability, stigma). There is a critical need for effective and affordable interventions that can scale and provide mental health support for the millions of individuals around the world with depression and anxiety who are currently underserved. The Phase I project focused on the development and feasibility of Cognitive Behavioral Immersion™ (CBI), defined as the delivery of cognitive behavioral skills training by peer-based coaches in the metaverse. CBI has the potential to deliver effective, affordable, and scalable support to those with depression and anxiety. While there is initial evidence supporting the feasibility of CBI for depression and anxiety, a direct comparison of this modality against its absence or another effective treatment has yet to be conducted and its relative efficacy is unknown. In addition, it is unknown whether immersive virtual reality confers benefits in cognitive behavioral skill training above and beyond flat screens accessing the same content. The proposed Phase II project aims to evaluate the efficacy of an immersive CBI program accessed via VR headsets (CBI-VR) as compared to a treatment-as-usual (TAU) control and a non-immersive CBI condition accessed via flat screens (CBI-flat screen) in a randomized controlled trial. Upon completion of this aim, the proposed project will have further developed the CBI platform as well as tested the efficacy of this program. This will help with eventual partnerships with larger payers and employee assistance programs. The proposed project will also enhance the value proposition for both direct to consumer and business to business phases.
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