~37 spots leftby Dec 2026

VR + Nerve Ablation for Chronic Knee Pain

Recruiting in Palo Alto (17 mi)
Overseen ByJason Ross, MD
Age: 18+
Sex: Any
Travel: May be covered
Time Reimbursement: Varies
Trial Phase: Academic
Recruiting
Sponsor: Northwestern University
Stay on your current meds
No Placebo Group
Approved in 1 jurisdiction

Trial Summary

What is the purpose of this trial?This study will examine the impact of virtual reality used in conjunction with sedation compared to sedation alone in patients undergoing watervcooled genicular nerve ablations for chronic knee pain. The goals of the study is to determine the relative efficacy of virtual reality as a distraction modality when used as an adjuvant to procedural sedation compared to sedation alone for procedure related pain. To assess procedural satisfaction, and 1-month pain and functional outcomes.To explore whether virtual reality and lower procedure-related pain scores affect 1-month outcomes. And finally to determine whether demographic and clinical characteristics are associated with outcome measures.
Will I have to stop taking my current medications?

The trial does not specify if you need to stop taking your current medications, but if you are on chronic opioid use or anticoagulation therapy that cannot be stopped, you may not be eligible to participate.

Is virtual reality therapy safe for treating chronic pain?

Research on virtual reality (VR) therapy for pain management, including chronic pain, suggests it is generally safe for humans. However, few studies have specifically examined adverse events (side effects), indicating a need for more research on safety.

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What data supports the effectiveness of this treatment for chronic knee pain?

Research shows that virtual reality (VR) therapy can help reduce pain and improve movement in people with chronic musculoskeletal disorders, which includes conditions like chronic knee pain. In studies, VR therapy was effective in relieving pain and increasing joint mobility for many patients.

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How does the VR + Nerve Ablation treatment for chronic knee pain differ from other treatments?

This treatment is unique because it combines virtual reality (VR) technology, which has been shown to improve pain outcomes, with nerve ablation, a procedure that targets and destroys specific nerves to reduce pain. This combination offers a novel approach by using VR to potentially enhance the pain relief effects of nerve ablation.

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Eligibility Criteria

This trial is for individuals experiencing chronic knee pain who are undergoing a specific nerve ablation procedure. Participants should be suitable for sedation and the study will explore if adding virtual reality to their treatment can help with pain.

Participant Groups

The study is testing the effectiveness of using a virtual reality headset during genicular nerve ablations versus just sedation alone. It aims to see if VR can better manage pain, improve satisfaction, and enhance function and pain outcomes after one month.
2Treatment groups
Experimental Treatment
Active Control
Group I: Group #1: Virtual Reality HeadsetExperimental Treatment1 Intervention
Group 1 will be assigned to the Virtual Realtity Headset. Participants will wear the headset for at least 10 minutes prior to the planned procedure. Subjects will receive standard procedure. The VR Headset will be removed 10 minutes after the planned procedure.
Group II: Group 2 No Virtual Reality HeadsetActive Control1 Intervention
Group 2 will receive standard care without the use of the Virtuality Reality Headset.

Find A Clinic Near You

Research locations nearbySelect from list below to view details:
Northwestern Medicine Pain CenterChicago, IL
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Who is running the clinical trial?

Northwestern UniversityLead Sponsor

References

Exploratory findings with virtual reality for phantom limb pain; from stump motion to agency and analgesia. [2022]Phantom limb pain is chronic and intractable. Recently, virtual reality (VR) and motion capture technology has replicated the mirror box device of Ramachandran (Ramachandran et al. Nature 1995, 377, 489-490; Ramachandran and Rogers-Ramachandran Proc R Soc Biol Sci 1996, 263, 377-386) and led to reductions in this pain. We present results from a novel variation on this method which captures motion data directly from a patient's stump (rather than using the opposite remaining limb) and then transforms it into goal directed, virtual action enacted by an avatar in a VR environment.
The Impact of Virtual Reality on Chronic Pain. [2022]The treatment of chronic pain could benefit from additional non-opioid interventions. Virtual reality (VR) has been shown to be effective in decreasing pain for procedural or acute pain but to date there have been few studies on its use in chronic pain. The present study was an investigation of the impact of a virtual reality application for chronic pain. Thirty (30) participants with various chronic pain conditions were offered a five-minute session using a virtual reality application called Cool! Participants were asked about their pain using a 0-10 visual analog scale rating before the VR session, during the session and immediately after the session. They were also asked about immersion into the VR world and about possible side effects. Pain was reduced from pre-session to post-session by 33%. Pain was reduced from pre-session during the VR session by 60%. These changes were both statistically significant at the p
Virtual Reality as a Clinical Tool for Pain Management. [2018]To evaluate the use of virtual reality (VR) therapies as a clinical tool for the management of acute and chronic pain.
A Virtual Reality Intervention for the Treatment of Phantom Limb Pain: Development and Feasibility Results. [2020]To describe the development of a virtual reality (VR) treatment for phantom limb pain (PLP) and phantom sensations and provide feasibility data from testing the treatment in a population of veterans.
A Scoping Review of The Efficacy of Virtual Reality and Exergaming on Patients of Musculoskeletal System Disorder. [2020]To assess the effects of virtual reality on patients with musculoskeletal disorders by means of a scoping review of randomized controlled trials (RCTs). The databases included PubMed, IEEE, and the MEDLINE database. Articles involving RCTs with higher than five points on the Physiotherapy Evidence Database (PEDro) scale were reviewed for suitability and inclusion. The methodological quality of the included RCT was evaluated using the PEDro scale. The three reviewers extracted relevant information from the included studies. Fourteen RCT articles were included. When compared with simple usual care or other forms of treatment, there was significant pain relief, increased functional capacity, reduced symptoms of the disorder, and increased joint angles for the virtual reality treatment of chronic musculoskeletal disorders. Furthermore, burn patients with acute pain were able to experience a significant therapeutic effect on pain relief. However, virtual reality treatment of patients with non-chronic pain such as total knee replacement, ankle sprains, as well as those who went through very short virtual reality treatments, did not show a significant difference in parameters, as compared with simple usual care and other forms of treatment. Current evidence supports VR treatment as having a significant effect on pain relief, increased joint mobility, or motor function of patients with chronic musculoskeletal disorders. VR seems quite effective in relieving the pain of patients with acute burns as well.
The State of Science in the Use of Virtual Reality in the Treatment of Acute and Chronic Pain: A Systematic Scoping Review. [2023]Previous reviews have reported virtual reality (VR) to be an effective method to treat pain. This scoping review examines the state of the science for VR and pain both generally and by pain type (acute and chronic) related to types of mechanisms, dosage, effectiveness, and adverse events (AEs). We searched online databases PubMed, Web of Science, PsychInfo, and CINAHL from 2010 to 2020 and included studies from peer reviewed journals that examined people with pain, (excluding pain-free participants) with a primary outcome measuring pain. We assessed studies for risk of bias using PEDro criteria. We described data through counts and percentages. Significant results were determined through P-values. We found 70 studies representing 4105 people; 46 acute pain studies (65.7%), 22 chronic pain studies (31.4%), and 2 (2.9%) "both." The most common VR mechanism was distraction (78.6%) then embodiment (17.1%). However, distraction was the mechanism for 97.8% acute pain studies while embodiment was more common for chronic pain (54.5%). Dosage of VR was inconsistently reported and varied considerably. VR treatment groups showed significant improvements in pain, particularly for intensity of pain (72.1%) and quality of pain (75.0%). Few studies examined AEs. Limitations of this review include only examining last 10 years of articles and that many studies were missing data. VR appears to be an effective intervention to address both acute and chronic pain. Research evaluating VR mechanisms, dosage, and AEs is warranted, as is further work in under-served populations (children for chronic pain and older adults) as the current evidence is largely limited to adult populations with pain.
Use and efficacy of virtual, augmented, or mixed reality technology for chronic pain: a systematic review. [2023]Aim: Characterize use and efficacy/effectiveness of virtual, augmented, or mixed reality (VR/AR/MR) technology as non-pharmacological therapy for chronic pain. Methods: Systematic search of 12 databases to identify empirical studies, of individuals who experience chronic pain or illness involving chronic pain, published between 1990 and 2021. JBI Critical Appraisal Checklists assessed study bias and a narrative synthesis was provided. Results: 46 studies, investigating a total of 1456 participants and including 19 randomized controlled trials (RCT), were reviewed. VR/AR/MR was associated with improved pain-related outcomes in 78% of the RCTs. Conclusion: While most studies showed effects immediately or up to one month post treatment, RCTs are needed to further evaluate VR/AR/MR, establish long-term benefits, and assess accessibility, especially among individuals who experience pain management disparities.
Use of virtual reality for the management of phantom limb pain: a systematic review. [2023]To summarize the research on the effectiveness of virtual reality (VR) therapy for the management of phantom limb pain (PLP).