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Ice Immersion Using Virtual Reality & Augmented Reality

Not Applicable
Completed
Conditions
Pain, Neuropathic
Pain, Acute
Interventions
Device: VR/AR
Other: 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
Inclusion Criteria
  • Greater than 18 years of age
  • English speaking
  • Hearing intact
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Exclusion Criteria
  • 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
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Study & Design

Study Type
INTERVENTIONAL
Study Design
CROSSOVER
Arm && Interventions
GroupInterventionDescription
Ice bath Control then VR/ARIce BathParticipants 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/ARVR/ARParticipants 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 ControlIce BathParticipants 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 ControlVR/ARParticipants 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
NameTimeMethod
VR Effect on Pain TolerenceDuration 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
NameTimeMethod
VR's Effect on Perceived Pain IntensityDuration 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

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