Pain, AcuteNCT05130307
Virtual Reality Analgesia for Brief Thermal Pain
A study testing virtual reality game in people with Pain, Acute, run by University of Washington at 1 site in United States.
Trial summary
Using immersive virtual reality as a form of pain distraction during a brief "painful but tolerable" temperature. Read more about this study
- Who is it for?
- Ages 18 years and olderHealthy volunteers can take part
- Conditions the study is for
- Pain, Acute
- What is being tested?
- virtual reality game
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 48 participants
- Where
- 1 siteUnited States
- Study dates
- 25 Apr 2022to 3 Jun 2022
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 18 years and older
- All sexes
- Healthy volunteers accepted
- Adult, Older adult
Who may be able to join
- Currently enrolled in a course at the University of Washington Psychology Dept., participating in the UW Psychology subject pool
- Able to read, write and comprehend English
- Able to complete study measures
- Willing to follow our UW approved instructions
- 18 years of age or older
- Currently enrolled in a course at the University of Washington Psychology Dept., participating in the UW Psychology subject pool
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- Able to read, write and comprehend English
- Able to complete study measures
- Willing to follow our UW approved instructions
- 18 years of age or older 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 (non-vaccinated students need a recent negative COVID-19 test from the UW before participating in the non-VR educational materials option.
- -
Who cannot join
- People how have already previously participated in this same study (e.g., last quarter) are not eligible to participate again.
- Not enrolled in a course at the University of Washington Psychology Dept., participating in the UW Psychology subject pool
- Not be able to read, write and comprehend English
- Younger than 18 years of age.
- Not capable of completing measures
- Not capable of indicating pain intensity,
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- Not capable of filling out study measures,
- Extreme susceptibility to motion sickness,
- Seizure history,
- Unusual sensitivity or lack of sensitivity to pain,
- Sensitive skin,
- Sensitive feet
- Migraines
- Diabetes
- 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.
Trial locations and contacts
1 site in 1 country.
United States1 site
University of Washington (only Psych students eligible, public not eligible for participation)
Seattle, Washington, 98195
About this study
Using immersive virtual reality as a form of pain distraction during a brief "painful but tolerable" temperature.
Read the detailed description
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.
- Conditions
- Pain, Acute
- Being tested
- virtual reality game
- Keywords
- Pain control
- Medical subject headings
- Acute Pain, Agnosia
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
virtual reality gameBehavioural
participants interact with a computer generated world
| Study group | Role | What they receive |
|---|---|---|
| Treatment Order 1 | Experimental | Treatment order 1: Low Tech (less interactive) Virtual Reality for 1st pain stimulus+ High Tech for 2nd pain stimulus Receives: Behavioral: virtual reality game |
| Treatment Order 2 | Active comparator | Treatment order 2: High Tech VR (more interactive) for 1st pain stimulus + Low Tech for 2nd pain stimulus. Receives: Behavioral: virtual reality game |
What is being measured
The primary outcome is the main question the study is designed to answer.
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
Measured: 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
Measured: Immediately after each single 10 second test stimulus (< 10 minutes after baseline pain rating)
Secondary outcomes (8)
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
Measured: 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
Measured: 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
Measured: 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
Measured: 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
Measured: 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
Measured: 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
Measured: 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)
Measured: No pain during this measure, measured within 10 minutes after the QST measures are completed.
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted23 Nov 2021
- Study start25 Apr 2022
- Primary completion3 Jun 2022
- Study completion3 Jun 2022
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (2)Papers the sponsor has linked to this study.
- Other trials for Pain, AcuteStudies of the same condition, open and under way.
- More trials run by University of WashingtonThe sponsor's other registered studies.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Basic science
- Allocation
- Randomised
- Intervention model
- Crossover
- Model description
- 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)..
- Masking
- Single blind
- Who is masked
- Participant
- Enrolment
- 48 participants (actual)
Sponsor and investigators
- Lead sponsor
- University of Washington
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Hunter Hoffman, University of Washington
- Investigators
- Hunter Hoffman, M.S., Ph.D., Principal investigator, University of Washington
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT05130307
- Sponsor's protocol ID
- STUDY00013916
- Status last verified
- Aug 2022
- First submitted
- 1 Nov 2021
- Last updated
- 24 Aug 2022
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Yes: Aggregated data will be provided upon request on a case by case basis (e.g., for meta-analyses).
Publications
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.
PubMed 32038200Hoffman 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.
PubMed 34021173
Study at a glance
From the registry record, last updated by the sponsor on 24 Aug 2022. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Virtual Reality Analgesia for Brief Thermal Pain
- ClinicalTrials.gov ID
- NCT05130307
- Acronym / sponsor ID
- STUDY00013916
- Conditions
- Pain, Acute
- Keywords
- Pain control
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 48 participants (actual)
- Lead sponsor
- University of WashingtonUniversity, hospital or other
- Study start
- 25 Apr 2022 (actual)
- Primary completion
- 3 Jun 2022 (actual)
- Study completion
- 3 Jun 2022 (actual)
- First posted
- 23 Nov 2021 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
Using immersive virtual reality as a form of pain distraction during a brief "painful but tolerable" temperature.
Detailed description
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 design
- Primary purpose
- Basic science
- Allocation
- Randomised
- Intervention model
- Crossover
- Masking
- Single blind (participant)
- Number of arms
- 2
- Model description
- 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)..
| Arm | Type | Receives |
|---|---|---|
| Treatment Order 1 | Experimental | Behavioral: virtual reality gameTreatment order 1: Low Tech (less interactive) Virtual Reality for 1st pain stimulus+ High Tech for 2nd pain stimulus |
| Treatment Order 2 | Active comparator | Behavioral: virtual reality gameTreatment order 2: High Tech VR (more interactive) for 1st pain stimulus + Low Tech for 2nd pain stimulus. |
Who may qualify
- Ages
- 18 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (14 listed)
- Currently enrolled in a course at the University of Washington Psychology Dept., participating in the UW Psychology subject pool
- Able to read, write and comprehend English
- Able to complete study measures
- Willing to follow our UW approved instructions
- 18 years of age or older
Key exclusion criteria (18 listed)
- People how have already previously participated in this same study (e.g., last quarter) are not eligible to participate again.
- Not enrolled in a course at the University of Washington Psychology Dept., participating in the UW Psychology subject pool
- Not be able to read, write and comprehend English
- Younger than 18 years of age.
- Not capable of completing measures
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| virtual reality gameparticipants interact with a computer generated world | Behavioural | Treatment Order 1, Treatment Order 2 |
Primary outcome
Worst pain, baseline, participant's rating of "worst pain" during baseline measure
Time frame: Immediately after a single 10 second test (no more than 10 minutes before the subsequent test stiim)
Baseline, Worst pain rating using a single graphic rating scale, 0 = no pain, 10 = excruciating pain
participant's rating of "worst pain" during test phase
Time frame: Immediately after each single 10 second test stimulus (< 10 minutes after baseline pain rating)
Test phase, Worst pain rating using a single graphic rating scale, 0 = no pain, 10 = excruciating pain
8 secondary outcomes
Baseline, participants rating of "time spent thinking about pain"
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
Time frame: Immediately after each single 10 second test stimulus (< 10 minutes after baseline pain rating)
Baseline, participants rating of "pain unpleasantness"
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
Time frame: Immediately after each single 10 second test stimulus (< 10 minutes after baseline pain rating)
Baseline, participants rating of "Fun" during baseline
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
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
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
Time frame: No pain during this measure, measured within 10 minutes after the QST measures are completed.
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 24 Aug 2022.
- Background: PubMed 32038200Al-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.
- Background: PubMed 34021173Hoffman 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.
- Individual participant dataSharing planned: Yes. Aggregated data will be provided upon request on a case by case basis (e.g., for meta-analyses).
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Hunter Hoffman, M.S., Ph.D. principal investigator
University of Washington
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing virtual reality game in people with Pain, Acute, run by University of Washington at 1 site in United States.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 14 inclusion and 18 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 24 Aug 2022. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Worst pain, baseline, participant's rating of "worst pain" during baseline measure (time frame: Immediately after a single 10 second test (no more than 10 minutes before the subsequent test stiim)). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT05130307, which also lists 2 linked publications.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 24 Aug 2022.