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.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
BASIC_SCIENCE
Masking
SINGLE
Enrollment
48
participants interact with a computer generated world
University of Washington (only Psych students eligible, public not eligible for participation)
Seattle, Washington, United States
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
Time frame: 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
Time frame: Immediately after each single 10 second test stimulus (< 10 minutes after baseline pain rating)
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
Time frame: 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
Test phase, Time rating, using a single graphic rating scale, 0 = none of the time, 10 = all of the time
Time frame: 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
Time frame: 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
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Time frame: 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
Time frame: 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
Time frame: 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
Time frame: 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)
Time frame: No pain during this measure, measured within 10 minutes after the QST measures are completed.