User Experience in Immersive Virtual Reality-Induced Hypoalgesia in Adults and Children Suffering from Pain Conditions
Abstract
:1. Introduction
Immersive Virtual Reality in the Approach to Pain
2. Materials and Methods
3. Results
3.1. Distraction
3.2. Presence
3.3. Interactivity
3.4. Gamification
3.5. Virtual Embodiment
- (i)
- Co-localization: being co-located in the same place, time, and space of the real body.
- (ii)
- Agency: having perceived control of the intentions, movements, and actions of the virtual body.
- (ii)
- Ownership: having the feeling or perception of owning a certain part of the virtual body.
- (iv)
- Perspective: observing the virtual body from an egocentric or allocentric point of view.
3.6. Hierarchical Relationship of Hypoalgesic Effects and Factors Related to User Experience in Immersive Virtual Reality
4. Discussion
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Feature | Definition |
---|---|
Distraction | It refers to the redirection of an individual’s attentional resources away from pain, towards other stimuli (visual, auditory, tactile, and cognitive), resulting from a competition for the limited attentional resources shared between the sensory inputs proposed by VR and the incoming nociceptive signals [37]. |
Presence | It defines the subjective experience of being in one place or environment, even when physically in another place, allowing the user to easily “forget” that it is a computer-generated simulation [38]. |
Interactivity | It refers to the level of participation allowed by the user in the virtual reality environment [39]. |
Gamification | It refers to the application of game elements in non-game contexts [40]. |
Virtual Embodiment | It refers to the replacement of a person’s real body with a virtual body representation, allowing the subject to feel embodied in a virtual body [36]. |
Author and Year | Country | Study Details Design Number (n) Target Population | Type of VR User-Related Factor | Main Objective | Main Results |
---|---|---|---|---|---|
Araujo-Duran et al. (2024) [48] | United States | Randomized control trial design 106 adults with acute postoperative pain after hip arthroplasty | Immersive VR passive distraction | Examine if virtual reality program decreases acute postoperative pain and opioid requirements in patients recovering from hip arthroplasty | A virtual reality program did not provide significant reductions in average pain (NRS virtual reality group mean = 3.4; NRS reference group mean = 3.5; p = 0.391) scores or opioid consumption compared with 2-dimensional sham video presentations. |
Mohammad et al. (2019) [49] | Jordan | Randomized control trial design 80 female patients with chronic pain related to breast cancer | Immersive VR passive distraction | Assess the effectiveness of immersive VR distraction in reducing pain and anxiety among female patients with breast cancer | Findings showed that one session of the immersive VR plus morphine made a significant reduction in pain (pre–post intervention means = 7.32–0.33 and p < 0.001, pre–post comparation means = 7.33–4.84 and p < 0.001) and anxiety (pre–post intervention means = 64.98–37.68 and p < 0.001, pre–post comparation means = 63.30–50.13 and p < 0.001) self-reported scores, compared with morphine alone, in breast cancer patients. |
Tesarz et al. (2023) [45] | Germany | A within-subject randomized control trial design 28 individuals with chronic pain and 31 pain-free controls received painful stimuli | Immersive VR distraction and presence | Investigate the direct effects of an immersive VR environment on the perception of experimental pain in individuals with chronic pain and pain-free controls | VR effectively modulates pain perception in both patients and controls; specifically, the presence in a VR has an increasing effect on pain thresholds (F = 22.946, p < 0.001) and reduces pain inhibition (t = 2.777, p = 0.018) in a conditioned pain modulation paradigm. |
McSherry et al. (2017) [50] | United States | A within-subject randomized control trial design 18 adults during painful wound care procedures | Immersive VR distraction and interactivity | Evaluate the effect of immersive VR distraction therapy during painful wound care procedures in adults on the amount of opioid medications required to manage pain | Pain and anxiety scores were similar for the wound procedures with and without immersive VR (p > 0.05). Immersive VR significantly reduced the amount of opioid medication administered during painful wound care procedures when IVR was used compared with no IVR (t = −2.7; df = 14; p = 0.02). |
Patterson et al. (2023) [51] | United States | A within-subject non-randomized trial design 44 adults during painful wound care procedures | Immersive VR distraction, presence, and interactivity | Explore the feasibility of immersive VR during burn debridement, and whether interactive VR would reduce pain more effectively than nature stimuli viewed in the same VR goggles | No significant differences in pain unpleasantness or “presence in VR” between the two conditions were found (p > 0.05). Participants reported significantly less worst pain when distracted with adjunctive computer-generated VR than during standard wound care without distraction (p < 0.05, SD = 17.38). |
Colloca et al. (2020) [46] | United States | Within-subject non-randomized trial design 59 healthy adults received heat thermal painful stimuli | Immersive VR passive distraction, presence, and interactivity | Explore how immersive VR can increase individual heat-pain tolerance limits | It found a significant main effect of the five conditions (1. immersive VR Ocean, 2. immersive VR Opera, 3. control (non-immersive) Ocean, 4. control (non-immersive) Opera, 5. 2-Back Memory Task) on heat-pain tolerance limit increases (F4,176 = 7.47, Greenhouse–Geisser-corrected p < 0.001). Bonferroni-corrected post hoc comparisons indicated that immersion in the VR Ocean condition led to significantly greater increase in heat-pain tolerance limits (mean increase: 1.025 ± 0.517 °C, baseline temperature: 46.19 ± 2.93 °C; during VR Ocean: 47.09 ± 2.05 °C; scale from 32 to 52 °C) than the VR Opera condition (p = 0.001), control Ocean (p = 0.001), and control Opera (p < 0.001). The VR Ocean condition led to significantly greater increase in the duration (10.04 ± 3.27%) of heat-pain tolerance limits than the VR Opera condition (4.47 ± 2.67%; p = 0.001), control Ocean (3 ± 2.56%; p = 0.001), and control Opera (1.53 ± 1.95%; p < 0.001). The results provided evidence that the immersive VR Ocean intervention induced a larger activation of the parasympathetic nervous system compared to the other four conditions. Immersive VR Ocean condition yielded significantly higher SDNN compared to immersive VR Opera (p = 0.017), non-immersive control Ocean (p = 0.022), non-immersive control Opera (p = 0.023), and 2-Back Memory Task (p = 0.013). The immersive VR Ocean condition was characterized by a higher level of SDNN, which was associated with greater gain in the painful intensities that were tolerated (r = 0.529, p < 0.001). |
Guiterrez-Maldonado et al. (2011) [44] | Spain | Randomized control trial design 68 healthy adults received cold thermal painful stimuli | Immersive VR passive distraction, presence, and interactivity | Evaluate effects of interactive versus passive VR distraction on the sense of presence and pain intensity | Most of the participants (73.5%) who experienced the interactive VR distraction reported less pain intensity relative to the no-VR trial (χ2 = 7.5, p < 0.01). In the passive VR condition, only 5.9% of participants showed a decreased level of pain intensity and the change did not reach statistical significance (χ2 = 0.47, p = 0.49). Participants reported a greater sense of presence during interactive VR distraction (M = 3.5, SD = 1.0), compared with the passive VR condition (M = 2.7, SD = 1.2, t (66) = 3.0, p < 0.005). The relationship between presence and pain intensity in VR conditions was assessed using Pearson product–moment correlation coefficients. The amount of VR presence reported correlated significantly and negatively with pain intensity (r (68) = −0.29, p < 0.05). |
Wender et al. (2009) [52] | United States | Randomized control trial design 21 healthy adults received heat thermal painful stimuli | Immersive VR passive distraction, presence, and interactivity | Explores the effect of interactivity on the hypoalgesic effectiveness of virtual reality | Compared to the non-interactive VR group, participants in the interactive VR group showed 75% more reduction in pain unpleasantness (p < 0.005) and 74% more reduction in worst pain (p < 0.005) and in fun (p = 0.10), but not in time spent thinking about pain (p = 0.10). |
Hoffman (2021) [43] | United States | A within-subject randomized crossover design study 24 adults received heat thermal painful stimuli | Immersive VR passive distraction, presence, interactivity, and virtual embodiment | Evaluate if presence, interactivity, and virtual embodiment would increase VR hypoalgesia | Compared to the passive VR condition, during the interactive avatar VR, participants reported statistically significant reductions in worst pain (χ2 = 31.74, p = 0.000), pain unpleasantness (χ2 = 34.87, p = 0.000), and time thinking about pain (χ2 = 31.17, p = 0.000) and increased fun (χ2 = 30.61, p = 0.000) during the pain stimulus. |
Lier et al. (2020) [53] | United States | Within-subject randomized crossover design study 30 adults received painful electrical stimuli | Immersive VR passive distraction, presence, and interactivity | Investigated the effect of two VR conditions on reported pain | Active VR significantly decreased pain scores (p = 0.005) (NRS = 3.17 ± 1.54) but passive VR (NRS = 4.93 ± 1.53) and no VR had no analgesic effect (NRS = 5.59 ± 1.35). |
MacIntyre et al. (2023) [54] | Norway | Multiple-baseline single-case experimental design (SCED) 10 adults with chronic low back pain (CLBP) | Immersive VR presence, gamification, and interactivity | Evaluate the effects of a gamified VR graded activity intervention in people with CLBP | The VR graded activity intervention resulted in a significant reduction in pain intensity (p = 0.016) Average pain (NRS) decreases (1.0 ± 0.27). |
Ozlu et al. (2024) [55] | Turkey | Randomized crossover design study 73 patients with knee osteoarthritis (OA) | Immersive VR presence, gamification, and interactivity | Assess the disease-specific gamification through immersive VR on pain, disability, functionality, and balance in knee osteoarthritis (OA) | Gamification through immersive VR added to the conservative treatment has a positive effect on pain (p = 0.000), functionality pain (p = 0.000), and balance pain (p = 0.013) Pain (VAS) from 5.57–0.88 to 4.05–0.72. |
Hofman et al. (2023) [56] | United States | Randomized crossover design study 48 healthy adults received heat thermal painful stimuli | Immersive VR passive distraction, presence, interactivity, and virtual embodiment | Evaluate if adding tactile feedback increases virtual embodiment and hypoalgesic effects | Tactile feedback significantly decreased pain intensity (VR analgesia, p < 0.01), compared to VR with no tactile feedback, and compared to no VR (baseline); r = 0.4, medium effect size. Tactile feedback also significantly increased avatar embodiment. Worst pain (NRS) from 4.71 ± 1.25 to 3.08 ± 1.65. |
Eccleston et al. (2022) [57] | Finland | Three-arm, prospective, double-blind, pilot, randomized, controlled trial 42 adults with chronic low back pain | Immersive VR passive distraction, presence, interactivity, and virtual embodiment | Compare active VR intervention (Digital Therapeutics for Pain, DTxP) with a sham placebo comparator and a standard care group | Immersive VR was superior to both a sham placebo comparator and standard care control in reducing fear of movement and reinjury (p < 0.04 and p < 0.01) but no differences between groups at any time point for average pain intensity (p > 0.05). Average pain (NRS) from 6.0 (1.4) to 4.1 (1.7) in DTxP intervention group. |
Matamala-Gomez et al. (2020) [58] | Spain | Within-subject non-randomized trial design 27 healthy adults received painful stimuli | Immersive VR presence and virtual embodiment | Investigate whether distorting an embodied virtual arm in virtual reality modulated pain perception | In the distorted virtual arm conditions, the higher the level of ownership of the distorted (rs = 0.226, p < 0.01) and reddened–distorted (rs = 0.225, p < 0.01) virtual arm, the higher the pain/discomfort perception (VAS). |
Matamala-Gomez et al. (2019) [59] | Spain | Within-subject non-randomized trial design 19 adults with chronic neuropathic pain | Immersive VR presence and virtual embodiment | Explore whether varying properties of an embodied virtual arm modulated pain ratings in patients with chronic pain due to complex regional pain syndrome (CRPS) type I or peripheral nerve injury (PNI) | Increasing transparency decreased pain in CRPS but did the opposite in PNI, whereas increasing size slightly increased pain ratings only in CRPS. No correlation was statistically significant (p > 0.05). |
Harvie et al. (2024) [60] | Australia | Non-blinded pilot randomized controlled trial 30 adults with chronic low back pain | Immersive VR presence, interactivity, and virtual embodiment | Evaluate whether embodying superhero-like avatars can change self-perceptions in people with chronic low back pain | In the VR-Play condition, body image scores were improved during (F (3, 83) = 18.83, p < 0.001) but not immediately after or at one-week follow-up. No differences in pain intensity, force production, and fear of movement. |
Álvarez de la Campa Crespo et al. (2023) [61] | Spain | A single-arm pre–post non-randomized trial design 21 adults with acute and chronic shoulder pain | Immersive VR presence and virtual embodiment | Ascertain whether the experience of movement of an embodied virtual arm, in the absence of actual physical movement, could enhance the range of pain-free motion for patients suffering from shoulder pain related to movement | After completing 15 min VR embodiment intervention, a significant difference in active abduction range of the affected shoulder was found. The mean improvement was 12.3° (95%CI 4.94–19.57; Student’s t-test, p = 0.002, Cohen’s d = 0.76). Also, there was a significant difference in active hand behind-the-back range of motion (95%CI 0.473–0.916; Wilcoxon signed-rank test, p = 0.004; rank biserial correlation, 0.778). Positive correlations between virtual body ownership and levels of improvement in both hand-behind-back movements (Spearman’s ρ = 0.635, p = 0.004) and flexion movements (Spearman’s ρ = 0.646, p = 0.003) were found. |
Hua et al. (2015) [62] | China | A prospective randomized study. Sixty-five children (4 to 16 years) with chronic pain in lower limbs | Immersive VR distraction, interactivity, and virtual embodiment | To investigate the effect of virtual reality distraction on alleviating pain during dressing changes in children with chronic pain | Virtual reality distraction significantly relieved pain before (p = 0.016), during (p = 0.001), and after (p = 0.034) the dressing change. Anxiety scores during dressing were reduced by 43% as compared to the control group (p < 0.001). VR distraction group had lower pulse rates during dressing change as compared to the control group (106.2 ± 11.45 vs. 98.88 ± 11.57, p < 0.05). Time length of dressing change was significantly reduced in the VR distraction groups as compared to the control group (27.9 ± 6.83 vs. 22.3 ± 7.85 min, p < 0.01). |
Ryu et al. (2018) [63] | Korea | Prospective randomized control trial. Seventy children scheduled for elective surgery under general anesthesia were randomly divided into either the control or gamification group | Immersive VR presence, gamification, and virtual embodiment | To evaluate whether gamification of the preoperative process—via VR gaming that provides a vivid, immersive, and realistic experience—could reduce preoperative anxiety in children | Preoperative anxiety (mean = 28.3 [23.3–36.7] vs. mean = 46.7 [31.7–51.7]; p < 0.001) and intraoperative compliance (p = 0.038) were lower in the gamification group than in the control group. |
Dumoulin, et al. (2019) [64] | Canada | Three-arm randomized controlled trial. Fifty-nine children (8–17 years old) from an emergency department were randomized to the three groups | Immersive VR distraction, interactivity, gamification | To document the efficacy of VR as a mode of distraction during a medical procedure (needle-related procedures) compared with two comparison conditions: watching television (TV, minimal control condition) and distraction provided by the Child Life (gold standard control condition) program | A significant reduction in fear of pain and pain intensity was reported in all three conditions (p < 0.05). A larger and statistically significant reduction in fear of pain was observed among children who used VR (p < 0.0001) distraction compared with the CL and TV conditions (p = 0.002). The children’s satisfaction with the VR procedure was significantly higher than for TV and comparable to CL (p < 0.05). |
Griffin, et al. (2020) [65] | United States | Clinical trial Seventeen children with chronic pain enrolled from a pediatric pain rehabilitation program | Immersive VR interactivity, gamification, presence, body embodiment | Initial implementation of a VR program in pain rehabilitation intervention to enhance function in youth with chronic pain | Overall reports of presence were high (mean of 28.98; max of 40; SD of 4.02), suggestive of a high level of immersion. Among those with multisession data (n = 8), reports of pain (p < 0.001), fear (p = 0.003), avoidance (p = 0.004), and functional limitations (p = 0.01) significantly decreased. Qualitative analysis revealed (1) a positive experience with VR (e.g., enjoyed VR, would like to utilize the VR program again, felt VR was a helpful tool); (2) feeling distracted from pain while engaged in VR; (3) greater perceived mobility; and (4) fewer clinician-observed pain behaviors during VR. |
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Guerra-Armas, J.; Flores-Cortes, M.; Ceniza-Bordallo, G.; Matamala-Gomez, M. User Experience in Immersive Virtual Reality-Induced Hypoalgesia in Adults and Children Suffering from Pain Conditions. Multimodal Technol. Interact. 2024, 8, 66. https://doi.org/10.3390/mti8080066
Guerra-Armas J, Flores-Cortes M, Ceniza-Bordallo G, Matamala-Gomez M. User Experience in Immersive Virtual Reality-Induced Hypoalgesia in Adults and Children Suffering from Pain Conditions. Multimodal Technologies and Interaction. 2024; 8(8):66. https://doi.org/10.3390/mti8080066
Chicago/Turabian StyleGuerra-Armas, Javier, Mar Flores-Cortes, Guillermo Ceniza-Bordallo, and Marta Matamala-Gomez. 2024. "User Experience in Immersive Virtual Reality-Induced Hypoalgesia in Adults and Children Suffering from Pain Conditions" Multimodal Technologies and Interaction 8, no. 8: 66. https://doi.org/10.3390/mti8080066
APA StyleGuerra-Armas, J., Flores-Cortes, M., Ceniza-Bordallo, G., & Matamala-Gomez, M. (2024). User Experience in Immersive Virtual Reality-Induced Hypoalgesia in Adults and Children Suffering from Pain Conditions. Multimodal Technologies and Interaction, 8(8), 66. https://doi.org/10.3390/mti8080066