Efficacy and Mechanisms of Virtual Reality Treatment of Phantom Leg Pain.Home-Based Treatment
- Conditions
- Phantom Pain Following Amputation of Lower LimbAmputation
- Registration Number
- NCT07044323
- Lead Sponsor
- Albert Einstein Healthcare Network
- Brief Summary
After amputation of an arm or leg, up to 90% of subjects experience a "phantom limb", a phenomenon characterized by persistent feelings of the missing limb. Many subjects with a phantom limb experience intense pain in the missing extremity that is often poorly responsive to medications or other interventions. The study will explore the feasibility and efficacy of a home-based, active VR treatment for phantom limb pain (PLP).
- Detailed Description
Almost 2 million people in the US have had an amputation and up to 90% of people with limb amputation experience the persistent sensation of the missing extremity, a phenomenon known as a "phantom limb" (Weeks et al., 2010). Additionally, a significant proportion of individuals with a phantom limb - up to 85% in some studies - experience persistent and debilitating pain in the missing limb, a condition known as phantom limb pain (hereafter PLP). Although existing therapies provide pain relief in some cases, there is widespread agreement that current approaches fall short of bringing relief to most individuals with PLP (Weeks et al., 2010).
The investigators recently completed the in-person part of the study in which they compared the efficacy of Active VR treatment to Distractor VR treatment for PLP on measures of pain as well as psychological health and quality of life.
In the Active VR treatment, subjects played a variety of active games requiring leg movements while receiving high-quality visual feedback of the missing lower leg. Feedback about leg position was provided via the VR headset controller, and the program generated an image of the missing lower leg, visible as a first-person avatar. The "Distractor" treatment was the REAL i-Series® immersive VR experience: subjects navigated through a pleasant VR environment, without seeing any rendering of their body and making no movements with their legs. The results of the in-person study showed superior efficacy in reducing pain intensity of the Active Treatment as compared to the Distractor treatment.
The specific aim of the current study is to assess the feasibility and efficacy of a home-based, active VR treatment for PLP.
Recruitment & Eligibility
- Status
- RECRUITING
- Sex
- All
- Target Recruitment
- 44
- Age 18 -100
- Capacity to provide Informed Consent
- Unilateral above or below knee amputation more than 3 months prior to enrollment
- Absence of cognitive impairment, operationally defined as a Montreal Cognitive Assessment score of 18 or greater1.
- Pain averaged over the preceding 1 month in the phantom limb rated as greater than 4 on a scale of 0-10.
- History of significant medical or neurological disorder such as stroke or moderate to severe traumatic brain injury (operationally defined as loss of consciousness for more than 30 minutes)
- History of significant or poorly controlled psychiatric disorders
- Substantial depression or anxiety affecting their ability to perform tasks necessary for the study.
- Current abuse of alcohol or drugs, prescription or otherwise
- Nursing a child, pregnant, or intent to become pregnant during the study
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- SINGLE_GROUP
- Primary Outcome Measures
Name Time Method Changes in pain intensity pre each intervention (8 sessions); immediately after each intervention (8 session); baseline, pre-intervention; immediately after the end of the intervention; 1 week after the end of the intervention; 8 weeks after the end of the intervention. the change in phantom limb pain score pre and post each VR intervention, at baseline, after the VR intervention and in the follow-up sessions as assessed using an 11-point numerical rating pain scale (0 - minimum score/no pain; 10 maximum score/pain as bad as you can imagine) assessing the current PLP level.
Changes in pain quality baseline, pre-intervention; immediately after the end of the intervention; 1 week after the end of the intervention; 8 weeks after the end of the intervention The change in the phantom limb pain quality between baseline, post intervention and follow-up sessions using McGill Short Form Questionnaire.
- Secondary Outcome Measures
Name Time Method Changes in average pain after the treatment up to 4 weeks average pain intensity since the previous intervention on an 11-point numerical rating pain scale; (0 - minimum score/no pain; 10 maximum score/pain as bad as participants can imagine); higher scores indicate higher level of pain (worse outcome)
Related Research Topics
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Trial Locations
- Locations (3)
Jefferson Moss Rehabilitation Research Institute
🇺🇸Philadelphia, Pennsylvania, United States
University of Pennsylvania
🇺🇸Philadelphia, Pennsylvania, United States
University of Washington
🇺🇸Seattle, Washington, United States
Jefferson Moss Rehabilitation Research Institute🇺🇸Philadelphia, Pennsylvania, United StatesRand WilliamsonContact215-663-6321Rand.Williamson@jefferson.edu