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.
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AI-rewrites the medical criteria so a patient or caregiver can understand them. Always confirm with the trial site.
Change in avoidance behavior (Behavioral Approach Task; BAT)
Timeframe: 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)
Timeframe: Baseline; Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)
Change in spider fear: Spider-Anxiety Questionnaire (FAS)
Timeframe: Baseline; Post-treatment (1-week after baseline); 3-week follow-up (4-weeks after baseline)