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).

Conditions

Eligibility

Eligible Ages
Between 18 Years and 99 Years
Eligible Genders
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
Single (Participant)

Arm Groups

ArmDescriptionAssigned Intervention
Experimental
Active VR then Passive VR
Participant will conduct the experiment using active VR first and then passive VR
  • Behavioral: Oculus Go headset without active intervention
    VR software with non-interactive content.
  • Behavioral: Oculus Go headset with active intervention
    Participant will engage with the game display on the VR headset. Engagement time depends on the HPT limits test.
Experimental
Passive VR then Active VR
Participant will conduct the experiment using passive VR first and then active VR
  • Behavioral: Oculus Go headset without active intervention
    VR software with non-interactive content.
  • Behavioral: Oculus Go headset with active intervention
    Participant will engage with the game display on the VR headset. Engagement time depends on the HPT limits test.

Recruiting Locations

More Details

Status
Recruiting
Sponsor
Stanford University

Study Contact

Samuel Rodriguez, MD
650-723-5728
sr1@stanford.edu

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 immediate vs. recalled pain and anxiety levels.

Notice

Study information shown on this site is derived from ClinicalTrials.gov (a public registry operated by the National Institutes of Health). The listing of studies provided is not certain to be all studies for which you might be eligible. Furthermore, study eligibility requirements can be difficult to understand and may change over time, so it is wise to speak with your medical care provider and individual research study teams when making decisions related to participation.