Impact of Passive VR Versus Active VR on Heat Pain Thresholds and Pressure Pain Thresholds
Purpose
This is a prospective, crossover study of healthy participants evaluating the impact of passive vs. active virtual reality (VR) games on heat pain threshold (HPT) and pressure pain threshold (PPT).
Conditions
- Pain
- Anxiety
Eligibility
- Eligible Ages
- Between 18 Years and 99 Years
- Eligible Sex
- All
- Accepts Healthy Volunteers
- Yes
Inclusion Criteria
- greater than 18 years of age - English speaking - hearing intact
Exclusion Criteria
- a history of severe motion sickness - currently have nausea - history of seizures - have hearing loss; are pregnant - are currently taking beta blockers, chronotropic heart medications, or opioids or other prescription pain medications - history of chronic pain or acute pain syndromes.
Study Design
- Phase
- N/A
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Crossover Assignment
- Primary Purpose
- Supportive Care
- Masking
- None (Open Label)
Arm Groups
| Arm | Description | Assigned Intervention |
|---|---|---|
|
Experimental Active VR then Passive VR |
Participant will conduct the Heat Pain Threshold experiment or Pressure Pain Threshold experiment using active VR first and then passive VR |
|
|
Experimental Passive VR then Active VR |
Participant will conduct the Heat Pain Threshold experiment or Pressure Pain Threshold experiment using passive VR first and then active VR |
|
|
Experimental No immersive virtual reality followed by immersive virtual reality |
Participant will conduct the Heat Pain Threshold experiment or Pressure Pain Threshold experiment using no immersive virtual reality first and then with immersive virtual reality. |
|
|
Experimental Immersive virtual reality followed by No immersive virtual reality |
Participant will conduct the Heat Pain Threshold experiment or Pressure Pain Threshold experiment using immersive virtual reality first and then with no immersive virtual reality. |
|
More Details
- Status
- Completed
- Sponsor
- Stanford University
Study Contact
Detailed Description
Virtual reality (VR) is an emerging, non-pharmaceutical intervention used to reduce perceived pain and anxiety in patients. VR's effect on pain and anxiety on patients is well-studied as is how VR games improve recalled pain and anxiety in pediatric burn and bone-fracture patients undergoing painful medical procedures. However, how differences in VR application construction (such as passive play vs. active play) impact patient perception of pain and anxiety is not well understood. In this study, we will measure the impact of passive vs. active VR applications on heat pain threshold (HPT) and pressure pain threshold (PPT), and immediate vs. recalled pain and anxiety levels.