Trial Outcomes & Findings for Immersive Multimedia as an Adjunctive Measure for Pain Control in Cancer Patients (NCT NCT02995434)

NCT ID: NCT02995434

Last Updated: 2025-03-14

Results Overview

Daily pain was assessed using the Visual Analogue Scale (VAS). The VAS is a single item linear self-reported pain scale from no pain (0mm) to worst pain imaginable (100mm). The clinically meaningful change for the VAS has been shown to be between 9mm and 12mm; for this study adopted the convention of 10mm as the minimum clinically important difference (MCID).

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

110 participants

Primary outcome timeframe

Right before intervention (Pre), during intervention (During) and right after intervention (Post)

Results posted on

2025-03-14

Participant Flow

The study was a parallel two-arm (VR vs non-VR control) participant blinded prospective RCT with 1:1 allocation. It was primarily conducted with rolling recruitment in British Columbia as well as Alberta, Ontario and Quebec between August 2017 and December 2022. Participants were given either all the equipment necessary to complete the study in their homes.

Interested participants were screened for eligibility and assigned a participant ID by the research coordinator. The research assistant responsible for equipment setup would then determine the participant's group from the assignment sheet. Participants were randomly assigned to either the VR or control group in blocks of 12 using a Latin Square design assignment sheet prepared by a professional statistician.

Participant milestones

Participant milestones
Measure
VR Group (Intervention Group)
Participants were randomly assigned to the intervention group. The VR interventions are identical for each participant and consist of a PC running the immersive virtual reality application with a Virtual Reality headset that allows for 110 degrees field of view. The interventions are one month in length to enable customization to the therapy and record data over a long enough period of time to account for individual short-term changes in pain experience. Participants used the VR interventions every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no therapy is given. The following VR experiences were used in the VR group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ Carpe Lucem: http://store.steampowered.com/app/433700/Carpe\_Lucem\_\_Seize\_The\_Light\_VR/
2D Computer Group (Control Group)
Participants were randomly assigned to the control group. The control group applications were identical for each participant. The control group was exposed to 2D PC equivalent versions of the same multimedia experiences but on their PC screen (without the Virtual Reality headset use). These are functionally similar to the VR experiences. Participants used the applications every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no application is given. The following PC applications were used in the control group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ The Witness: http://store.steampowered.com/app/210970/
Overall Study
STARTED
57
53
Overall Study
COMPLETED
50
50
Overall Study
NOT COMPLETED
7
3

Reasons for withdrawal

Reasons for withdrawal
Measure
VR Group (Intervention Group)
Participants were randomly assigned to the intervention group. The VR interventions are identical for each participant and consist of a PC running the immersive virtual reality application with a Virtual Reality headset that allows for 110 degrees field of view. The interventions are one month in length to enable customization to the therapy and record data over a long enough period of time to account for individual short-term changes in pain experience. Participants used the VR interventions every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no therapy is given. The following VR experiences were used in the VR group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ Carpe Lucem: http://store.steampowered.com/app/433700/Carpe\_Lucem\_\_Seize\_The\_Light\_VR/
2D Computer Group (Control Group)
Participants were randomly assigned to the control group. The control group applications were identical for each participant. The control group was exposed to 2D PC equivalent versions of the same multimedia experiences but on their PC screen (without the Virtual Reality headset use). These are functionally similar to the VR experiences. Participants used the applications every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no application is given. The following PC applications were used in the control group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ The Witness: http://store.steampowered.com/app/210970/
Overall Study
Adverse Event
1
0
Overall Study
Withdrawal by Subject
6
3

Baseline Characteristics

Race and Ethnicity were not collected from any participant.

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Intervention Group
n=50 Participants
Participants were randomly assigned to the intervention group. The VR applications are identical for each participant and consist of a PC running the immersive virtual reality application with a Virtual Reality headset that allows for 110 degrees field of view. The applications are one month in length to enable customization to the therapy and record data over a long enough period of time to account for individual short-term changes in pain experience. Participants used the VR applications every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no applications is used. The following VR applications were used in the VR group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ Carpe Lucem: http://store.steampowered.com/app/433700/Carpe\_Lucem\_\_Seize\_The\_Light\_VR/
Control Group
n=50 Participants
Participants were randomly assigned to the control group. The control group applications were identical for each participant. The control group was exposed to 2D PC equivalent versions of the same multimedia experiences but on their PC screen (without the Virtual Reality headset use). These are functionally similar to the VR experiences. Participants used the applications every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no application is given. The following PC applications were used in the control group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ The Witness: http://store.steampowered.com/app/210970/
Total
n=100 Participants
Total of all reporting groups
Age, Categorical
<=18 years
0 Participants
n=50 Participants
0 Participants
n=50 Participants
0 Participants
n=100 Participants
Age, Categorical
Between 18 and 65 years
36 Participants
n=50 Participants
36 Participants
n=50 Participants
72 Participants
n=100 Participants
Age, Categorical
>=65 years
14 Participants
n=50 Participants
14 Participants
n=50 Participants
28 Participants
n=100 Participants
Age, Continuous
55.5 years
STANDARD_DEVIATION 13.5 • n=50 Participants
58.3 years
STANDARD_DEVIATION 10.2 • n=50 Participants
56.9 years
STANDARD_DEVIATION 12.0 • n=100 Participants
Sex/Gender, Customized
Female
33 Participants
n=50 Participants
36 Participants
n=50 Participants
69 Participants
n=100 Participants
Sex/Gender, Customized
Male
16 Participants
n=50 Participants
14 Participants
n=50 Participants
30 Participants
n=100 Participants
Sex/Gender, Customized
Not Disclosed
1 Participants
n=50 Participants
0 Participants
n=50 Participants
1 Participants
n=100 Participants
Race and Ethnicity Not Collected
0 Participants
Race and Ethnicity were not collected from any participant.
Region of Enrollment
Canada
50 participants
n=50 Participants
50 participants
n=50 Participants
100 participants
n=100 Participants
Visual Analog Pain Scale (VAS)
5.0 units on a scale
n=50 Participants
4.4 units on a scale
n=50 Participants
4.7 units on a scale
n=100 Participants
Short Form McGill Pain Questionnaire (SF-MPQ)
22 units on a scale
n=50 Participants
24 units on a scale
n=50 Participants
23 units on a scale
n=100 Participants

PRIMARY outcome

Timeframe: Right before intervention (Pre), during intervention (During) and right after intervention (Post)

Population: Participants with pain scores before, during and after each immersion session

Daily pain was assessed using the Visual Analogue Scale (VAS). The VAS is a single item linear self-reported pain scale from no pain (0mm) to worst pain imaginable (100mm). The clinically meaningful change for the VAS has been shown to be between 9mm and 12mm; for this study adopted the convention of 10mm as the minimum clinically important difference (MCID).

Outcome measures

Outcome measures
Measure
VR Group (Intervention Group)
n=49 Participants
Participants were randomly assigned to the intervention group. The VR interventions are identical for each participant and consist of a PC running the immersive virtual reality application with a Virtual Reality headset that allows for 110 degrees field of view. The interventions are one month in length to enable customization to the therapy and record data over a long enough period of time to account for individual short-term changes in pain experience. Participants used the VR interventions every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no therapy is given. The following VR experiences were used in the VR group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ Carpe Lucem: http://store.steampowered.com/app/433700/Carpe\_Lucem\_\_Seize\_The\_Light\_VR/
2D Computer Group (Control Group)
n=48 Participants
Participants were randomly assigned to the control group. The control group applications were identical for each participant. The control group was exposed to 2D PC equivalent versions of the same multimedia experiences but on their PC screen (without the Virtual Reality headset use). These are functionally similar to the VR experiences. Participants used the applications every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no application is given. The following PC applications were used in the control group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ The Witness: http://store.steampowered.com/app/210970/
Change in Visual Analog Scale (VAS)
Pre to During
-9.64 units on a scale
Standard Error 0.63
-7.56 units on a scale
Standard Error 0.63
Change in Visual Analog Scale (VAS)
Pre to Post
-7.91 units on a scale
Standard Error 0.63
-8.43 units on a scale
Standard Error 0.63

SECONDARY outcome

Timeframe: Before the start of the weekly VR session and after the weekly VR session for a period of 4 weeks

The McGill Pain Questionnaire (MPQ) is a self-reporting measure of pain used for patients with a number of diagnoses. It assesses both quality and intensity of subjective pain. The MPQ is a dimensional tool for pain assessment and it has three components, which are the sensory intensity, the cognitive evaluation of pain and the emotional impact of pain. The MPQ is composed of 78 words, of which respondents choose those that best describe their experience of pain. Seven words are selected from the following categories: dimension 1 to 10 (pain descriptors), three words; dimensions 11 to 15 (affective components of pain), dimension 16 (evaluation of pain) one word, and dimension 17 to 20 (miscellaneous) one word. Scores are tabulated by summing values associated with each word; scores range from 0 (no pain) to 78 (severe pain). Qualitative differences in pain may be reflected in respondent's word choice.

Outcome measures

Outcome measures
Measure
VR Group (Intervention Group)
n=50 Participants
Participants were randomly assigned to the intervention group. The VR interventions are identical for each participant and consist of a PC running the immersive virtual reality application with a Virtual Reality headset that allows for 110 degrees field of view. The interventions are one month in length to enable customization to the therapy and record data over a long enough period of time to account for individual short-term changes in pain experience. Participants used the VR interventions every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no therapy is given. The following VR experiences were used in the VR group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ Carpe Lucem: http://store.steampowered.com/app/433700/Carpe\_Lucem\_\_Seize\_The\_Light\_VR/
2D Computer Group (Control Group)
n=50 Participants
Participants were randomly assigned to the control group. The control group applications were identical for each participant. The control group was exposed to 2D PC equivalent versions of the same multimedia experiences but on their PC screen (without the Virtual Reality headset use). These are functionally similar to the VR experiences. Participants used the applications every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no application is given. The following PC applications were used in the control group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ The Witness: http://store.steampowered.com/app/210970/
McGill Pain Questionnaire
Change in score at week 1 from baseline
-0.90 units on a scale
Standard Error 1.04
-1.98 units on a scale
Standard Error 1.03
McGill Pain Questionnaire
Change in score at week 2 from baseline
-2.02 units on a scale
Standard Error 1.04
-4.48 units on a scale
Standard Error 1.03
McGill Pain Questionnaire
Change in score at week 3 from baseline
-3.36 units on a scale
Standard Error 1.05
-3.75 units on a scale
Standard Error 1.04
McGill Pain Questionnaire
Change in score at week 4 from baseline
2.88 units on a scale
Standard Error 1.05
-5.44 units on a scale
Standard Error 1.03

SECONDARY outcome

Timeframe: Before the start of the weekly VR session and after the weekly VR session for a period of 4 weeks

the Pittsburgh Sleep Quality Index (PSQI) was used as a self-reported outcome measure assessing sleep quality at the end of each week. The measure includes 19 items asking about sleep schedule, duration, disruption frequency (4-point Likert scale), and quality (4-point Likert scale) using worse 0 to best 3. Scores are summed and range from 0-21, with higher scores indicating worse sleep quality.

Outcome measures

Outcome measures
Measure
VR Group (Intervention Group)
n=50 Participants
Participants were randomly assigned to the intervention group. The VR interventions are identical for each participant and consist of a PC running the immersive virtual reality application with a Virtual Reality headset that allows for 110 degrees field of view. The interventions are one month in length to enable customization to the therapy and record data over a long enough period of time to account for individual short-term changes in pain experience. Participants used the VR interventions every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no therapy is given. The following VR experiences were used in the VR group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ Carpe Lucem: http://store.steampowered.com/app/433700/Carpe\_Lucem\_\_Seize\_The\_Light\_VR/
2D Computer Group (Control Group)
n=50 Participants
Participants were randomly assigned to the control group. The control group applications were identical for each participant. The control group was exposed to 2D PC equivalent versions of the same multimedia experiences but on their PC screen (without the Virtual Reality headset use). These are functionally similar to the VR experiences. Participants used the applications every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no application is given. The following PC applications were used in the control group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ The Witness: http://store.steampowered.com/app/210970/
Pittsburgh Sleep Quality Index
Change at week four from baseline
-0.94 units on a scale
Standard Error 0.42
-1.26 units on a scale
Standard Error 0.41
Pittsburgh Sleep Quality Index
Change at week one from baseline
-0.13 units on a scale
Standard Error 0.41
0.50 units on a scale
Standard Error 0.41
Pittsburgh Sleep Quality Index
Change at week two from baseline
-0.24 units on a scale
Standard Error 0.42
-0.86 units on a scale
Standard Error 0.42
Pittsburgh Sleep Quality Index
Change at week three from baseline
-0.84 units on a scale
Standard Error 0.41
-0.71 units on a scale
Standard Error 0.42

SECONDARY outcome

Timeframe: Before the start of the weekly VR session and after the weekly VR session for a period of 4 weeks

The SF-12 is used to assess the impact of health on an individual's everyday life over the 4 weeks interval. It includes 12 items with binary response items (yes/no) and 3-6-point Likert items (worse to best). The SF-12 is scored using proprietary software to generate a physical composite (PCS) and mental composite (MCS) health scores ranged 0-100, with scores above or below 50 indicating greater or poorer health than the normative mean, respectively.

Outcome measures

Outcome measures
Measure
VR Group (Intervention Group)
n=50 Participants
Participants were randomly assigned to the intervention group. The VR interventions are identical for each participant and consist of a PC running the immersive virtual reality application with a Virtual Reality headset that allows for 110 degrees field of view. The interventions are one month in length to enable customization to the therapy and record data over a long enough period of time to account for individual short-term changes in pain experience. Participants used the VR interventions every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no therapy is given. The following VR experiences were used in the VR group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ Carpe Lucem: http://store.steampowered.com/app/433700/Carpe\_Lucem\_\_Seize\_The\_Light\_VR/
2D Computer Group (Control Group)
n=50 Participants
Participants were randomly assigned to the control group. The control group applications were identical for each participant. The control group was exposed to 2D PC equivalent versions of the same multimedia experiences but on their PC screen (without the Virtual Reality headset use). These are functionally similar to the VR experiences. Participants used the applications every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no application is given. The following PC applications were used in the control group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ The Witness: http://store.steampowered.com/app/210970/
12 Item Short Form Health Survey (SF-12) Physical Health Component Score
Change in score at week one from baseline
2.03 units on a scale
Standard Error 0.92
-0.45 units on a scale
Standard Error 0.93
12 Item Short Form Health Survey (SF-12) Physical Health Component Score
Change in score at week two from baseline
1.38 units on a scale
Standard Error 0.92
-0.66 units on a scale
Standard Error 0.93
12 Item Short Form Health Survey (SF-12) Physical Health Component Score
Change in score at week three from baseline
3.40 units on a scale
Standard Error 0.92
-0.39 units on a scale
Standard Error 0.94
12 Item Short Form Health Survey (SF-12) Physical Health Component Score
Change in score at week four from baseline
2.80 units on a scale
Standard Error 0.92
-0.38 units on a scale
Standard Error 0.92

SECONDARY outcome

Timeframe: Before the start of the weekly VR session and after the weekly VR session for a period of 4 weeks

The SF-12 is used to assess the impact of health on an individual's everyday life over the 4 weeks interval. It includes 12 items with binary response items (yes/no) and 3-6-point Likert items. The SF-12 is scored using proprietary software to generate a physical composite (PCS) and mental composite (MCS) health scores ranged 0-100, with scores above or below 50 indicating greater or poorer health than the normative mean, respectively.

Outcome measures

Outcome measures
Measure
VR Group (Intervention Group)
n=50 Participants
Participants were randomly assigned to the intervention group. The VR interventions are identical for each participant and consist of a PC running the immersive virtual reality application with a Virtual Reality headset that allows for 110 degrees field of view. The interventions are one month in length to enable customization to the therapy and record data over a long enough period of time to account for individual short-term changes in pain experience. Participants used the VR interventions every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no therapy is given. The following VR experiences were used in the VR group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ Carpe Lucem: http://store.steampowered.com/app/433700/Carpe\_Lucem\_\_Seize\_The\_Light\_VR/
2D Computer Group (Control Group)
n=50 Participants
Participants were randomly assigned to the control group. The control group applications were identical for each participant. The control group was exposed to 2D PC equivalent versions of the same multimedia experiences but on their PC screen (without the Virtual Reality headset use). These are functionally similar to the VR experiences. Participants used the applications every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no application is given. The following PC applications were used in the control group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ The Witness: http://store.steampowered.com/app/210970/
12 Item Short Form Health Survey (SF-12) Mental Health Component Score
Change in score at week one from baseline
0.68 units on a scale
Standard Error 1.19
2.99 units on a scale
Standard Error 1.20
12 Item Short Form Health Survey (SF-12) Mental Health Component Score
Change in score at week two from baseline
0.37 units on a scale
Standard Error 1.19
4.27 units on a scale
Standard Error 1.20
12 Item Short Form Health Survey (SF-12) Mental Health Component Score
Change in score at week four from baseline
2.27 units on a scale
Standard Error 1.19
5.22 units on a scale
Standard Error 1.20
12 Item Short Form Health Survey (SF-12) Mental Health Component Score
Change in score at week three from baseline
1.51 units on a scale
Standard Error 1.19
2.38 units on a scale
Standard Error 1.21

Adverse Events

VR Group (Intervention Group)

Serious events: 0 serious events
Other events: 35 other events
Deaths: 0 deaths

2D Computer Group (Control Group)

Serious events: 0 serious events
Other events: 8 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Other adverse events
Measure
VR Group (Intervention Group)
n=50 participants at risk
Participants were randomly assigned to the intervention group. The VR interventions are identical for each participant and consist of a PC running the immersive virtual reality application with a Virtual Reality headset that allows for 110 degrees field of view. The interventions are one month in length to enable customization to the therapy and record data over a long enough period of time to account for individual short-term changes in pain experience. Participants used the VR interventions every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no therapy is given. The following VR experiences were used in the VR group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ Carpe Lucem: http://store.steampowered.com/app/433700/Carpe\_Lucem\_\_Seize\_The\_Light\_VR/
2D Computer Group (Control Group)
n=50 participants at risk
Participants were randomly assigned to the control group. The control group applications were identical for each participant. The control group was exposed to 2D PC equivalent versions of the same multimedia experiences but on their PC screen (without the Virtual Reality headset use). These are functionally similar to the VR experiences. Participants used the applications every day with a time exposure of 30 minutes for four consecutive weeks. There was one rest day a week (normally a Sunday) where no application is given. The following PC applications were used in the control group: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ The Witness: http://store.steampowered.com/app/210970/
General disorders
Cybersickness
70.0%
35/50 • Number of events 61 • Adverse event data were collected during the entirety of the trial participation (up to 4 weeks) from the initial baseline recording of data to the end of the participants use of the multimedia/VR equipment. They were not recorded after participants ceased use of the equipment. Cybersickness self-reporting was undertaken every week during use of the equipment on a weekly basis. Participants were asked to report any events of sickness during the preceding week on a Friday.
The use of VR and 2D laptop computers have been established as clinically safe and are commonly used recreationally. VR users were screened for risk of epilepsy, seizures and motion sickness during recruitment as exclusion criteria to prevent participation of those at increased risk of those adverse events.
16.0%
8/50 • Number of events 16 • Adverse event data were collected during the entirety of the trial participation (up to 4 weeks) from the initial baseline recording of data to the end of the participants use of the multimedia/VR equipment. They were not recorded after participants ceased use of the equipment. Cybersickness self-reporting was undertaken every week during use of the equipment on a weekly basis. Participants were asked to report any events of sickness during the preceding week on a Friday.
The use of VR and 2D laptop computers have been established as clinically safe and are commonly used recreationally. VR users were screened for risk of epilepsy, seizures and motion sickness during recruitment as exclusion criteria to prevent participation of those at increased risk of those adverse events.

Additional Information

Dr. Bernie Garrett

University of British Columbia

Phone: 604 822 7443

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place