Acceptability, Usability, and Effectiveness of a Music Video Game for Pain Management: A Crossover Study
Abstract
1. Introduction
2. Materials and Methods
2.1. Study Design
2.2. Participants
2.3. Interventions
2.3.1. Musical Video Game Setup
2.3.2. Equipment and Materials
Hardware and Software Specifications
2.4. Pain Induction Protocol
2.5. Outcomes Measures
2.5.1. Primary Outcomes
Usability and Acceptability Assessment
Pain
2.5.2. Secondary Outcomes
Physical Activity
Adverse Effects Monitoring
2.6. Sample Size
2.7. Randomization
2.8. Procedure
2.9. Statistical Analysis
3. Results
3.1. Participant Characteristics
3.2. Primary Results
3.2.1. Usability and Acceptability Assessment
Pre-Intervention Questions
- Prior Experience
Post-Intervention Questions
- Concentration and Distraction as Pain Modulators
- Cold Tolerance
- Environmental Conditions
- Prior Knowledge of Distraction Techniques and User Perception of Innovative Methods
- Overall Satisfaction
3.2.2. Pain
Pain Intensity (VAS)
Pain Threshold
Pain Tolerance
3.3. Secondary Results
3.3.1. Physical Activity (IPAQ)
3.3.2. Adverse Effects
4. Discussion
Study Limitations and Future Research
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
CTP | Cold Pressor Test |
IPAQ | International Physical Activity Questionnaire |
VAS | Visual Analog Scale |
VR | Virtual Reality |
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Outcome | Value |
---|---|
Age (mean ± SD) | 45.9 ± 8.4 |
Sex | Male 12 (48%)/Female 13 (52%) |
Height (mean ± SD) | 168.8 ± 9.5 |
Weight (mean ± SD) | 75.2 ± 15.6 |
Smoker (yes/no) | Yes: 6 (24%)/No: 19 (76%) |
Physical Activity (IPAQ) | Low: 5 (20%), Moderate: 12 (48%), High activity: 8 (32%) |
Previous experience | 1. Previous experience with the Clone Hero game | Yes | 12% |
No | 88% | ||
2. Ability to play Clone Hero | Good | 16% | |
Regular | 40% | ||
Bad | 44% | ||
3. Previous experience with guitar or string instrument | Yes | 20% | |
No | 80% | ||
Concentration and distraction as pain modulators | 4. Ease of concentrating on the game during cold exposure | Totally agree | 32% |
Agree | 36% | ||
Neutral | 16% | ||
Disagree | 16% | ||
Totally disagree | 0% | ||
5. Perceived influence of concentration on pain perception | Totally agree | 56% | |
Agree | 36% | ||
Neutral | 4% | ||
Disagree | 4% | ||
Totally disagree | 0% | ||
6. Impact of music and entertainment on pain perception | Totally agree | 60% | |
Agree | 32% | ||
Neutral | 0% | ||
Disagree | 8% | ||
Totally disagree | 0% | ||
7. Noticed distraction reduces pain intensity | Totally agree | 52% | |
Agree | 28% | ||
Neutral | 8% | ||
Disagree | 12% | ||
Totally disagree | 0% | ||
Cold tolerance | 8. Prior experience of pain from cold exposure | Yes | 88% |
No | 12% | ||
9. Self-rated cold tolerance (scale 1–10) | 0 | 0% | |
1 | 0% | ||
2 | 0% | ||
3 | 8% | ||
4 | 4% | ||
5 | 16% | ||
6 | 8% | ||
7 | 36% | ||
8 | 20% | ||
9 | 0% | ||
10 | 8% | ||
Concentration and distraction as pain modulators | 10. Music and gameplay influencing cold response | Totally agree | 40% |
Agree | 56% | ||
Neutral | 0% | ||
Disagree | 4% | ||
Totally disagree | 0% | ||
Environmental conditions | 11. Environmental factors affecting pain sensation | Totally agree | 12% |
Agree | 20% | ||
Neutral | 44% | ||
Disagree | 24% | ||
Totally disagree | 0% | ||
12. Suggested changes to the experimental setup | Yes | 8% | |
No | 92% | ||
Previous knowledge of distraction techniques | 13. Awareness of distraction techniques for pain before study | Yes | 44% |
No | 56% | ||
14. Perceived innovation of combining music and gaming | Totally agree | 40% | |
Agree | 52% | ||
Neutral | 4% | ||
Disagree | 4% | ||
Totally disagree | 0% | ||
15. Openness to novel pain relief methods | Totally agree | 56% | |
Agree | 36% | ||
Neutral | 0% | ||
Disagree | 8% | ||
Totally disagree | 0% | ||
16. Willingness to recommend Clone Hero as pain strategy | Totally agree | 44% | |
Agree | 40% | ||
Neutral | 0% | ||
Disagree | 16% | ||
Totally disagree | 0% | ||
Satisfaction | 17. Overall satisfaction with the experience | Totally satisfied | 60% |
Satisfied | 32% | ||
Neutral | 8% | ||
Unsatisfied | 0% | ||
Totally unsatisfied | 0% |
IPAQ Level | Total Sample (%) | Female (%) | Male (%) |
---|---|---|---|
Low activity | 40% | 23.1% | 16.7% |
Moderate Activity | 44% | 46.2% | 50% |
High Activity | 16% | 30.8% | 33.3% |
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Esteban-Sopeña, J.; Bravo-Aparicio, J.; Trillo-Charlín, I.; Roldán-Ruiz, A.; Beltran-Alacreu, H.; García-Magro, N. Acceptability, Usability, and Effectiveness of a Music Video Game for Pain Management: A Crossover Study. Healthcare 2025, 13, 2439. https://doi.org/10.3390/healthcare13192439
Esteban-Sopeña J, Bravo-Aparicio J, Trillo-Charlín I, Roldán-Ruiz A, Beltran-Alacreu H, García-Magro N. Acceptability, Usability, and Effectiveness of a Music Video Game for Pain Management: A Crossover Study. Healthcare. 2025; 13(19):2439. https://doi.org/10.3390/healthcare13192439
Chicago/Turabian StyleEsteban-Sopeña, Jara, Javier Bravo-Aparicio, Iria Trillo-Charlín, Alberto Roldán-Ruiz, Hector Beltran-Alacreu, and Nuria García-Magro. 2025. "Acceptability, Usability, and Effectiveness of a Music Video Game for Pain Management: A Crossover Study" Healthcare 13, no. 19: 2439. https://doi.org/10.3390/healthcare13192439
APA StyleEsteban-Sopeña, J., Bravo-Aparicio, J., Trillo-Charlín, I., Roldán-Ruiz, A., Beltran-Alacreu, H., & García-Magro, N. (2025). Acceptability, Usability, and Effectiveness of a Music Video Game for Pain Management: A Crossover Study. Healthcare, 13(19), 2439. https://doi.org/10.3390/healthcare13192439