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Active vs Passive VR Games for Pain Tolerance

N/A
Recruiting
Research Sponsored by Stanford University
Eligibility Criteria Checklist
Specific guidelines that determine who can or cannot participate in a clinical trial
Must have
Be older than 18 years old
Timeline
Screening 3 weeks
Treatment Varies
Follow Up 24 hours after the intervention
Awards & highlights
No Placebo-Only Group

Summary

This trial compares how playing active or passive VR games affects pain tolerance.

Who is the study for?
This trial is for adults over 18 who speak English and have good hearing. It's not for those who are pregnant, have hearing loss, take certain heart or pain medications, suffer from chronic or acute pain conditions, severe motion sickness, nausea, or seizures.
What is being tested?
The study is testing how different types of virtual reality (VR) experiences using the Oculus Go headset affect a person's sensitivity to heat-related pain. Participants will try both passive viewing and active VR games to see which impacts their heat pain threshold more.
What are the potential side effects?
Since this trial involves VR games, side effects may include temporary discomfort like dizziness or nausea due to motion sickness. There might also be mild skin irritation from the thermal sensory analyzer used to measure heat pain threshold.

Timeline

Screening ~ 3 weeks
Treatment ~ Varies
Follow Up ~24 hours after the intervention
This trial's timeline: 3 weeks for screening, Varies for treatment, and 24 hours after the intervention for reporting.

Treatment Details

Study Objectives

Study objectives can provide a clearer picture of what you can expect from a treatment.
Primary study objectives
Change in heat pain threshold
Change in pressure pain threshold
Secondary study objectives
Change in lower recalled fear/anxiety level
Change in recalled pain level

Awards & Highlights

No Placebo-Only Group
All patients enrolled in this study will receive some form of active treatment.

Trial Design

2Treatment groups
Experimental Treatment
Group I: Passive VR then Active VRExperimental Treatment2 Interventions
Participant will conduct the experiment using passive VR first and then active VR
Group II: Active VR then Passive VRExperimental Treatment2 Interventions
Participant will conduct the experiment using active VR first and then passive VR

Find a Location

Who is running the clinical trial?

Stanford UniversityLead Sponsor
2,489 Previous Clinical Trials
17,516,694 Total Patients Enrolled
44 Trials studying Pain
1,506,380 Patients Enrolled for Pain

Media Library

Passive VR then Active VR Clinical Trial Eligibility Overview. Trial Name: NCT05836649 — N/A
Pain Research Study Groups: Passive VR then Active VR, Active VR then Passive VR
Pain Clinical Trial 2023: Passive VR then Active VR Highlights & Side Effects. Trial Name: NCT05836649 — N/A
Passive VR then Active VR 2023 Treatment Timeline for Medical Study. Trial Name: NCT05836649 — N/A
~0 spots leftby Jan 2025