Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Using immersive virtual reality as a form of pain distraction during a brief "painful but tolerable" temperature.
This study will use Quantitative Sensory Testing (computer-controlled brief 10 second thermal pain stimuli) in healthy college students.
The primary aim is to conduct a randomized, controlled study with healthy volunteers to explore whether interacting with virtual objects in VR via a highly immersive VR system makes VR significantly more effective/powerful compared to a less immersive VR system, vs. No VR, for reducing pain during quantitative sensory testing.
Not provided
Not provided
Not provided
Not provided
| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Treatment Order 1 | Experimental | Treatment order 1: Low Tech (less interactive) Virtual Reality for 1st pain stimulus+ High Tech for 2nd pain stimulus |
|
| Treatment Order 2 | Active Comparator | Treatment order 2: High Tech VR (more interactive) for 1st pain stimulus + Low Tech for 2nd pain stimulus. |
|
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| virtual reality game | Behavioral | participants interact with a computer generated world |
|
| Measure | Description | Time Frame |
|---|---|---|
| Worst pain, baseline, participant's rating of "worst pain" during baseline measure | Baseline, Worst pain rating using a single graphic rating scale, 0 = no pain, 10 = excruciating pain | Immediately after a single 10 second test (no more than 10 minutes before the subsequent test stiim) |
| participant's rating of "worst pain" during test phase | Test phase, Worst pain rating using a single graphic rating scale, 0 = no pain, 10 = excruciating pain | Immediately after each single 10 second test stimulus (< 10 minutes after baseline pain rating) |
| Measure | Description | Time Frame |
|---|---|---|
| Baseline, participants rating of "time spent thinking about pain" | Baseline Time thinking, Single a single graphic rating scale, 0 = none of the time, 10 = all of the time | Immediately after a single 10 second test (no more than 10 minutes before the subsequent test stiim) |
| Test Phase, participants rating of "time spent thinking about pain" during test phase |
Not provided
Inclusion Criteria:
COVID-19 precautions. Vaccinated: Individuals are considered fully vaccinated 2 weeks after the second dose in a 2-dose series (e.g., Pfizer or Moderna) or 2 weeks after a single-dose vaccine (e.g., Johnson & Johnson).
All students and researchers must wear masks at all times during the study, and participants and researchers must provide proof of full vaccination for full participation.
If participants do not have proof of vaccination or are unvaccinated, they are still free to sign up for the study. They are invited. They can still earn the extra credit by reading educational materials, in person, during their scheduled time slot. If unvaccinated, or if they have no proof of vaccination, we request that students provide proof of a negative COVID-19 test from the UW test site at the faculty lounge, dated within 24 hours of the study (non-vaccinated students need a recent negative COVID-19 test from the UW before participating in the non-VR educational materials option.
-
Exclusion Criteria:
The following temporary inclusion/exclusion criterion will exist only as long as required or appropriate for COVID pandemic conditions.
COVID-19 precautions. Vaccinated: Individuals are considered fully vaccinated 2 weeks after the second dose in a 2-dose series (e.g., Pfizer or Moderna) or 2 weeks after a single-dose vaccine (e.g., Johnson & Johnson).
All students and researchers must wear masks at all times during the study, and participants and researchers must provide proof of full vaccination for full participation.
If participants do not have proof of vaccination or are unvaccinated, they are still free to sign up for the study. They are invited. They can still earn the extra credit by reading educational materials, in person, during their scheduled time slot. If unvaccinated, or if they have no proof of vaccination, we request that students provide proof of a negative COVID-19 test from the UW test site at the faculty lounge, dated within 24 hours of the study.
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
| Name | Affiliation | Role |
|---|---|---|
| Hunter Hoffman, M.S., Ph.D. | University of Washington | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| University of Washington (only Psych students eligible, public not eligible for participation) | Seattle | Washington | 98195 | United States |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 32038200 | Background | Al-Ghamdi NA, Meyer WJ 3rd, Atzori B, Alhalabi W, Seibel CC, Ullman D, Hoffman HG. Virtual Reality Analgesia With Interactive Eye Tracking During Brief Thermal Pain Stimuli: A Randomized Controlled Trial (Crossover Design). Front Hum Neurosci. 2020 Jan 23;13:467. doi: 10.3389/fnhum.2019.00467. eCollection 2019. | |
| 34021173 | Background |
Not provided
Not provided
Aggregated data will be provided upon request on a case by case basis (e.g., for meta-analyses).
Not provided
any time after publication
meta-analysis
Not provided
Not provided
| ID | Term |
|---|---|
| D059787 | Acute Pain |
| D000377 | Agnosia |
| ID | Term |
|---|---|
| D010146 | Pain |
| D009461 | Neurologic Manifestations |
| D012816 | Signs and Symptoms |
| D013568 | Pathological Conditions, Signs and Symptoms |
Not provided
Not provided
A Mixed Model repeated measures ANOVA or non-parametric tests if appropriate will be conducted on worst pain ratings. Within subjects crossover design, VR treatment order randomized (some participants receive order 1 Low Tech VR + High Tech VR = Arm 1, some participants receive order 2 High Tech VR + Low Tech VR) = Arm 2.
. Treatment order 1: Low Tech/less interactive Virtual Reality for 1st brief pain stimulus+ washout period + High Tech for 2nd brief pain stimulus.
Treatment order 2: High Tech/more interactive VR for 1st brief pain stimulus + washout period + Low Tech for 2nd brief pain stimulus (Arm 2)..
Not provided
Not provided
Although no deception is involved, participants who receive VR will remain unaware of the immersiveness of the VR systems they are receiving.
Test phase, Time rating, using a single graphic rating scale, 0 = none of the time, 10 = all of the time |
| Immediately after each single 10 second test stimulus (< 10 minutes after baseline pain rating) |
| Baseline, participants rating of "pain unpleasantness" | Baseline, Unpleasant rating, using single graphic rating scale, 0 = not unpleasant at all, 10 = excruciatingly unpleasant | Immediately after a single 10 second test (no more than 10 minutes before the subsequent test stiim) |
| Test phase, participants rating of "pain unpleasantness" during test phase | Test phase, pain unpleasantness, 0 = not unpleasant at all, 10 = excruciatingly unpleasant | Immediately after each single 10 second test stimulus (< 10 minutes after baseline pain rating) |
| Baseline, participants rating of "Fun" during baseline | Baseline fun, 0 = no fun at all, 10 = extremely fun | Immediately after a single 10 second test (no more than 10 minutes before the subsequent test stiim) |
| Test Phase, participants ratings of "Fun" during test phase | Test phase fun, 0 = no fun at all, 10 = extremely fun | Immediately after each single 10 second test stimulus (< 10 minutes after baseline fun rating) |
| Baseline pain intensity: participants ratings of pain intensity during brief pair of 10 sec stimuli | Baseline, pain intensity rating using a single graphic rating scale, 0 = no pain, 10 = excruciating pain | Immediately after a single 10 second test (no more than 10 minutes before the subsequent test stiim) |
| Accuracy on the odd number task during No VR, Low tech VR and High tech VR | participants accuracy on the attention demanding "odd number" task (Hoffman, 2021) | No pain during this measure, measured within 10 minutes after the QST measures are completed. |
| Hoffman HG. Interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention. Sci Rep. 2021 May 21;11(1):10672. doi: 10.1038/s41598-021-89526-4. |
| D010468 | Perceptual Disorders |
| D019954 | Neurobehavioral Manifestations |
| D009422 | Nervous System Diseases |