Ice Immersion Using Virtual Reality & Augmented Reality
- Conditions
- Pain, NeuropathicPain, Acute
- Interventions
- Device: VR/AROther: Ice Bath
- Registration Number
- NCT04196686
- Lead Sponsor
- Stanford University
- Brief Summary
The purpose of this study is to evaluate the effectiveness of different technologies, Virtual Reality and Augmented Reality with modifications as passive content, active content, cognitive load modulation, and positive encouragement coaching to increase the pain threshold as assessed by immersing a hand in ice water.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 185
- Greater than 18 years of age
- English speaking
- Hearing intact
- Patients who do not consent
- Currently taking beta blockers or other chronotropic heart medication(s)
- Have a history of severe motion sickness
- Currently have nausea
- Currently experiencing seizures
- Are clinically unstable
- Have taken pain medications in the last 12 hours
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- CROSSOVER
- Arm && Interventions
Group Intervention Description Ice bath Control then VR/AR Ice Bath Participants will be randomized with a 1:1 allocation to use their dominant or non-dominant hand with VR or control (no VR) for the cold pressor test and then crossed over. Participants will not be told of the specifics of the time limit, to avoid competitiveness and expectations and will be asked for pain scores every 30 seconds. Ice bath Control then VR/AR VR/AR Participants will be randomized with a 1:1 allocation to use their dominant or non-dominant hand with VR or control (no VR) for the cold pressor test and then crossed over. Participants will not be told of the specifics of the time limit, to avoid competitiveness and expectations and will be asked for pain scores every 30 seconds. Ice bath with VR/AR then Control Ice Bath Participants will be randomized with a 1:1 allocation to use their dominant or non-dominant hand with VR or control (no VR) for the cold pressor test and then crossed over. Participants will not be told of the specifics of the time limit, to avoid competitiveness and expectations and will be asked for pain scores every 30 seconds. Ice bath with VR/AR then Control VR/AR Participants will be randomized with a 1:1 allocation to use their dominant or non-dominant hand with VR or control (no VR) for the cold pressor test and then crossed over. Participants will not be told of the specifics of the time limit, to avoid competitiveness and expectations and will be asked for pain scores every 30 seconds.
- Primary Outcome Measures
Name Time Method VR Effect on Pain Tolerence Duration of ice bath (approximately 0 - 4 minutes) Given that the cold pressor test produces an uncomfortable experience, we considered longer duration within the ice bath to represent increased pain tolerance. Measured in seconds (s).
- Secondary Outcome Measures
Name Time Method VR's Effect on Perceived Pain Intensity Duration of ice bath (approximately 0 - 4 minutes) During ice bath data collection participants will be asked to report pain on a numeric rating scale from 0-10, 0 being no pain and 10 being most excruciating pain imaginable every 30 seconds during ice bath
Skin Conductance Response Density (SCRD) Duration of ice bath (approximately 0 - 4 minutes) The effects of VR on modulating sympathetic response in the presence of painful stimuli, was assessed by analyzing SCRD per 30 second interval. We refer to each of these 30 second intervals as a separate epoch. Skin conductance is expected to increase with increasing sympathetic nervous system activity, as sympathetic activity increases sweat secretion to increase skin conductance.
Trial Locations
- Locations (1)
Stanford University
🇺🇸Stanford, California, United States