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Gamification in the Treatment of Spider Phobia

Not Applicable
Completed
Conditions
Spider Phobia
Interventions
Behavioral: 7-day exposure therapy via self-developed app according to (Haberkamp et al., submitted)
Behavioral: Therapist-guided one-session online exposure therapy according to (Öst, 1989)
Registration Number
NCT04423783
Lead Sponsor
Anke Haberkamp
Brief Summary

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.

Detailed Description

Not available

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
90
Inclusion Criteria

Participants must

  • be 18 years or older,
  • SPQ score ≥ 14
  • BDI-II score ≤ 18
Exclusion Criteria

Participants will be deemed ineligible if they do not meet the above inclusion criteria or

  • are allergic to spiders or bee stings,
  • are currently undergoing psychotherapeutic and/or psychopharmacological treatments,
  • are experiencing current psychosis, mania, or substance abuse, or
  • successfully complete 8 or more of 12 possible BAT steps at baseline (to ensure that participants are indeed spider fearful)
  • are at higher risk from Covid-19 or
  • participated in a pilot study in 2019.

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Spider gamification app7-day exposure therapy via self-developed app according to (Haberkamp et al., submitted)Participants play the spider gamification app twice a day for 7 days
Online exposure + non-spider gamification appTherapist-guided one-session online exposure therapy according to (Öst, 1989)Participants receive a therapist-guided one-session online exposure therapy and play a non-spider gamification app twice a day for 7 days
Online exposure + spider gamification app7-day exposure therapy via self-developed app according to (Haberkamp et al., submitted)Participants receive a therapist-guided one-session online exposure therapy and play the spider gamification app twice a day for 7 days
Online exposure + spider gamification appTherapist-guided one-session online exposure therapy according to (Öst, 1989)Participants receive a therapist-guided one-session online exposure therapy and play the spider gamification app twice a day for 7 days
Primary Outcome Measures
NameTimeMethod
Change in avoidance behavior (Behavioral Approach Task; BAT)Baseline; (after one-session exposure if applied); Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)

Scores range from 0 ("participant refuses to enter the room with spider") to 12 ("participant holds the spider at least for 20 sec").

Change in spider fear (Spider Phobia Questionnaire; SPQ)Baseline; Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)

The scale ranges from 0-31. High scores reflect high subjective levels and low scores low subjective levels of spider fear.

Change in spider fear: Spider-Anxiety Questionnaire (FAS)Baseline; Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)

The scale ranges from 0-108. High scores reflect high subjective levels and low scores low subjective levels of spider fear.

Secondary Outcome Measures
NameTimeMethod
Change in disgust before and after playing the appBefore starting and immediately after completing the game

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

Change in arousal before and after playing the appBefore starting and immediately after completing the game

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

Change in anxiety before and after playing the appBefore starting and immediately after completing the game

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

Trial Locations

Locations (2)

Philipps University Marburg

🇩🇪

Marburg, Germany

Philipps-University Marburg Clinical Psychology and Psychotherapy

🇩🇪

Marburg, Germany

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