Trial Outcomes & Findings for Virtual Reality for Pain Management Study (NCT NCT02997085)

NCT ID: NCT02997085

Last Updated: 2021-06-23

Results Overview

The Pain Questionnaire was used to assess the participant's pain prior to receiving VR treatment, following VR treatment, and at the ten-minute follow-up assessment. It was derived from the Brief Pain Inventory (BPI) and contains the Numerical Rating Scales (NRS) to assess the participant's pain as outlined by recommendations for outcome measures in clinical pain trials.The NRS was also chosen because it could be administered orally if patients could not use their hands to write or use the iPad. Scores start at 0 being no pain at all and 10 being pain as bad as you can imagine. Pain is current

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

103 participants

Primary outcome timeframe

Immediately following intervention

Results posted on

2021-06-23

Participant Flow

Participant milestones

Participant milestones
Measure
Live-Action 360° Video Virtual Reality
Live-Action 360° Video Virtual Reality: 360° Video Virtual Reality (VVR) is made by filming with multiple HD cameras carefully arranged to capture all angles in a 360° area of a live action event. Then those angles are stitched together in post-production into a 360-degree texture sphere and the sphere is then mapped to the head tracker on the users head mounted display (HMD). Leading to the effect that when a user turns his head, the user's view of the live action video footage turns with them in real time allowing the user to look around anywhere in the 360 degrees of filmed footage of the live action event. Participants randomized to the Live-Action 360° VVR group will be outfitted with a Samsung Gear VR HMD and will view a 9-minute live-action 360° VVR video. The 9 minutes of footage will be alternating 30 second clips of central Texas locations.
CGI 360° Video Virtual Reality
CGI 360° Video Virtual Reality: Participants randomized to the CGI 360° VVR condition will also be outfitted with a Samsung Gear VR head mounted display. Participants will view the same content for the same duration as in the Live-Action 360° VVR condition, but the footage will be animated instead of live-action footage.
Waitlist
Participants randomized to the waitlist group will complete all study procedures except the VR exposure. After completion of the study visit, participants in the waitlist condition will be given the option of viewing either the Live-Action 360° 3D HD VVR or the CGI 360° 3D VVR.
Overall Study
STARTED
34
35
34
Overall Study
COMPLETED
34
35
34
Overall Study
NOT COMPLETED
0
0
0

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

Virtual Reality for Pain Management Study

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Live-Action 360° Video Virtual Reality
n=34 Participants
Live-Action 360° Video Virtual Reality: 360° Video Virtual Reality (VVR) is made by filming with multiple HD cameras carefully arranged to capture all angles in a 360° area of a live action event. Then those angles are stitched together in post-production into a 360-degree texture sphere and the sphere is then mapped to the head tracker on the users head mounted display (HMD). Leading to the effect that when a user turns his head, the user's view of the live action video footage turns with them in real time allowing the user to look around anywhere in the 360 degrees of filmed footage of the live action event. Participants randomized to the Live-Action 360° VVR group will be outfitted with a Samsung Gear VR HMD and will view a 9-minute live-action 360° VVR video. The 9 minutes of footage will be alternating 30 second clips of central Texas locations.
CGI 360° Video Virtual Reality
n=35 Participants
CGI 360° Video Virtual Reality: Participants randomized to the CGI 360° VVR condition will also be outfitted with a Samsung Gear VR head mounted display. Participants will view the same content for the same duration as in the Live-Action 360° VVR condition, but the footage will be animated instead of live-action footage.
Waitlist
n=34 Participants
Participants randomized to the waitlist group will complete all study procedures except the VR exposure. After completion of the study visit, participants in the waitlist condition will be given the option of viewing either the Live-Action 360° 3D HD VVR or the CGI 360° 3D VVR.
Total
n=103 Participants
Total of all reporting groups
Age, Categorical
<=18 years
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
0 Participants
n=4 Participants
Age, Categorical
Between 18 and 65 years
31 Participants
n=5 Participants
34 Participants
n=7 Participants
31 Participants
n=5 Participants
96 Participants
n=4 Participants
Age, Categorical
>=65 years
3 Participants
n=5 Participants
1 Participants
n=7 Participants
3 Participants
n=5 Participants
7 Participants
n=4 Participants
Age, Continuous
41.03 years
STANDARD_DEVIATION 14.14 • n=5 Participants
43.83 years
STANDARD_DEVIATION 13.51 • n=7 Participants
44.62 years
STANDARD_DEVIATION 16.17 • n=5 Participants
43.17 years
STANDARD_DEVIATION 14.58 • n=4 Participants
Sex/Gender, Customized
Female
18 Participants
n=5 Participants
12 Participants
n=7 Participants
11 Participants
n=5 Participants
41 Participants
n=4 Participants
Sex/Gender, Customized
Male
16 Participants
n=5 Participants
23 Participants
n=7 Participants
22 Participants
n=5 Participants
61 Participants
n=4 Participants
Sex/Gender, Customized
Prefer Not to Report
0 Participants
n=5 Participants
0 Participants
n=7 Participants
1 Participants
n=5 Participants
1 Participants
n=4 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
7 Participants
n=5 Participants
7 Participants
n=7 Participants
6 Participants
n=5 Participants
20 Participants
n=4 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
27 Participants
n=5 Participants
28 Participants
n=7 Participants
28 Participants
n=5 Participants
83 Participants
n=4 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
0 Participants
n=4 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
n=5 Participants
1 Participants
n=7 Participants
0 Participants
n=5 Participants
1 Participants
n=4 Participants
Race (NIH/OMB)
Asian
1 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
1 Participants
n=4 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
0 Participants
n=4 Participants
Race (NIH/OMB)
Black or African American
5 Participants
n=5 Participants
3 Participants
n=7 Participants
6 Participants
n=5 Participants
14 Participants
n=4 Participants
Race (NIH/OMB)
White
27 Participants
n=5 Participants
29 Participants
n=7 Participants
28 Participants
n=5 Participants
84 Participants
n=4 Participants
Race (NIH/OMB)
More than one race
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
0 Participants
n=4 Participants
Race (NIH/OMB)
Unknown or Not Reported
1 Participants
n=5 Participants
2 Participants
n=7 Participants
0 Participants
n=5 Participants
3 Participants
n=4 Participants
Region of Enrollment
United States
34 participants
n=5 Participants
35 participants
n=7 Participants
34 participants
n=5 Participants
103 participants
n=4 Participants
Pain Questionnaire
5.97 units on a scale
STANDARD_DEVIATION 1.88 • n=5 Participants
5.22 units on a scale
STANDARD_DEVIATION 2.02 • n=7 Participants
6.29 units on a scale
STANDARD_DEVIATION 2.37 • n=5 Participants
5.83 units on a scale
STANDARD_DEVIATION 2.27 • n=4 Participants
Present Mood Questionnaire
Depression
2.62 units on a scale
STANDARD_DEVIATION 3 • n=5 Participants
2.17 units on a scale
STANDARD_DEVIATION 2.71 • n=7 Participants
2.15 units on a scale
STANDARD_DEVIATION 2.35 • n=5 Participants
2.33 units on a scale
STANDARD_DEVIATION 2.68 • n=4 Participants
Present Mood Questionnaire
Anxiety
4 units on a scale
STANDARD_DEVIATION 3.47 • n=5 Participants
2.86 units on a scale
STANDARD_DEVIATION 3.05 • n=7 Participants
3.18 units on a scale
STANDARD_DEVIATION 3.33 • n=5 Participants
3.37 units on a scale
STANDARD_DEVIATION 3.29 • n=4 Participants
Present Mood Questionnaire
Happy
4.12 units on a scale
STANDARD_DEVIATION 3.22 • n=5 Participants
4.71 units on a scale
STANDARD_DEVIATION 3.27 • n=7 Participants
5.62 units on a scale
STANDARD_DEVIATION 3.58 • n=5 Participants
4.80 units on a scale
STANDARD_DEVIATION 3.40 • n=4 Participants
Present Mood Questionnaire
Tranquil
5.44 units on a scale
STANDARD_DEVIATION 3.25 • n=5 Participants
6.06 units on a scale
STANDARD_DEVIATION 2.78 • n=7 Participants
6.21 units on a scale
STANDARD_DEVIATION 2.71 • n=5 Participants
5.86 units on a scale
STANDARD_DEVIATION 2.89 • n=4 Participants

PRIMARY outcome

Timeframe: Immediately following intervention

The Pain Questionnaire was used to assess the participant's pain prior to receiving VR treatment, following VR treatment, and at the ten-minute follow-up assessment. It was derived from the Brief Pain Inventory (BPI) and contains the Numerical Rating Scales (NRS) to assess the participant's pain as outlined by recommendations for outcome measures in clinical pain trials.The NRS was also chosen because it could be administered orally if patients could not use their hands to write or use the iPad. Scores start at 0 being no pain at all and 10 being pain as bad as you can imagine. Pain is current

Outcome measures

Outcome measures
Measure
Live-Action 360° Video Virtual Reality
n=34 Participants
Live-Action 360° Video Virtual Reality: 360° Video Virtual Reality (VVR) is made by filming with multiple HD cameras carefully arranged to capture all angles in a 360° area of a live action event. Then those angles are stitched together in post-production into a 360-degree texture sphere and the sphere is then mapped to the head tracker on the users head mounted display (HMD). Leading to the effect that when a user turns his head, the user's view of the live action video footage turns with them in real time allowing the user to look around anywhere in the 360 degrees of filmed footage of the live action event. Participants randomized to the Live-Action 360° VVR group will be outfitted with a Samsung Gear VR HMD and will view a 9-minute live-action 360° VVR video. The 9 minutes of footage will be alternating 30 second clips of central Texas locations.
CGI 360° Video Virtual Reality
n=35 Participants
CGI 360° Video Virtual Reality: Participants randomized to the CGI 360° VVR condition will also be outfitted with a Samsung Gear VR head mounted display. Participants will view the same content for the same duration as in the Live-Action 360° VVR condition, but the footage will be animated instead of live-action footage.
Waitlist
n=34 Participants
Participants randomized to the waitlist group will complete all study procedures except the VR exposure. After completion of the study visit, participants in the waitlist condition will be given the option of viewing either the Live-Action 360° 3D HD VVR or the CGI 360° 3D VVR.
Post-Treatment Pain Questionnaire
3.03 score on a scale
Standard Deviation 2.3
2.77 score on a scale
Standard Deviation 2.13
6.37 score on a scale
Standard Deviation 2.23

SECONDARY outcome

Timeframe: Every 10 minutes for 40 minutes following intervention and 1 week following intervention. Meaned.

The Pain Questionnaire was used to assess the participant's pain prior to receiving VR treatment, following VR treatment, and at the ten-minute follow-up assessment. It was derived from the Brief Pain Inventory (BPI) and contains the Numerical Rating Scales (NRS) to assess the participant's pain as outlined by recommendations for outcome measures in clinical pain trials.The NRS was also chosen because it could be administered orally if patients could not use their hands to write or use the iPad. Scores start at 0 being no pain at all and 10 being pain as bad as you can imagine. Pain is current

Outcome measures

Outcome measures
Measure
Live-Action 360° Video Virtual Reality
n=34 Participants
Live-Action 360° Video Virtual Reality: 360° Video Virtual Reality (VVR) is made by filming with multiple HD cameras carefully arranged to capture all angles in a 360° area of a live action event. Then those angles are stitched together in post-production into a 360-degree texture sphere and the sphere is then mapped to the head tracker on the users head mounted display (HMD). Leading to the effect that when a user turns his head, the user's view of the live action video footage turns with them in real time allowing the user to look around anywhere in the 360 degrees of filmed footage of the live action event. Participants randomized to the Live-Action 360° VVR group will be outfitted with a Samsung Gear VR HMD and will view a 9-minute live-action 360° VVR video. The 9 minutes of footage will be alternating 30 second clips of central Texas locations.
CGI 360° Video Virtual Reality
n=35 Participants
CGI 360° Video Virtual Reality: Participants randomized to the CGI 360° VVR condition will also be outfitted with a Samsung Gear VR head mounted display. Participants will view the same content for the same duration as in the Live-Action 360° VVR condition, but the footage will be animated instead of live-action footage.
Waitlist
n=34 Participants
Participants randomized to the waitlist group will complete all study procedures except the VR exposure. After completion of the study visit, participants in the waitlist condition will be given the option of viewing either the Live-Action 360° 3D HD VVR or the CGI 360° 3D VVR.
Follow-Up Pain Questionnaire
4.2 units on a scale
Standard Deviation 2.32
4.14 units on a scale
Standard Deviation 2.72
3.7 units on a scale
Standard Deviation 3.04

SECONDARY outcome

Timeframe: Immediately following intervention

Self-report measure that assesses the degree of spatial presence, involvement, ecological validity, overall presence, and negative effects experienced during the VR intervention. Questions are asked on a scale of 0-10 with 0 being strongly Disagree and 10 being strongly agree. Spatial presence has a total of 3 questions for a total score of 30, and higher values mean increased spatial prescence. Ecological Validity has a total of 4 questions for a total score of 40 and higher values mean increased ecological validity. Higher for these two subscales indicate a better outcome. Negative Effects has a total of 4 questions for a total score of 40, and higher values mean more negative effects. Higher scores for this subscale indicate a worse outcome. Questions on the scale are summed.

Outcome measures

Outcome measures
Measure
Live-Action 360° Video Virtual Reality
n=34 Participants
Live-Action 360° Video Virtual Reality: 360° Video Virtual Reality (VVR) is made by filming with multiple HD cameras carefully arranged to capture all angles in a 360° area of a live action event. Then those angles are stitched together in post-production into a 360-degree texture sphere and the sphere is then mapped to the head tracker on the users head mounted display (HMD). Leading to the effect that when a user turns his head, the user's view of the live action video footage turns with them in real time allowing the user to look around anywhere in the 360 degrees of filmed footage of the live action event. Participants randomized to the Live-Action 360° VVR group will be outfitted with a Samsung Gear VR HMD and will view a 9-minute live-action 360° VVR video. The 9 minutes of footage will be alternating 30 second clips of central Texas locations.
CGI 360° Video Virtual Reality
n=35 Participants
CGI 360° Video Virtual Reality: Participants randomized to the CGI 360° VVR condition will also be outfitted with a Samsung Gear VR head mounted display. Participants will view the same content for the same duration as in the Live-Action 360° VVR condition, but the footage will be animated instead of live-action footage.
Waitlist
Participants randomized to the waitlist group will complete all study procedures except the VR exposure. After completion of the study visit, participants in the waitlist condition will be given the option of viewing either the Live-Action 360° 3D HD VVR or the CGI 360° 3D VVR.
Presence Inventory
Ecological Validity
35.06 units on a scale
Standard Deviation 7.69
25.62 units on a scale
Standard Deviation 12.09
Presence Inventory
Spatial Presence
25.79 units on a scale
Standard Deviation 6.99
22.18 units on a scale
Standard Deviation 8.97
Presence Inventory
Negative Effects
1.09 units on a scale
Standard Deviation 2.23
2 units on a scale
Standard Deviation 5.68

SECONDARY outcome

Timeframe: Immediately after intervention

Self-report measure that assesses participant engagement with the virtual world. Questions are asked on a scale of 0-10 with 0 being strongly Disagree and 10 being strongly agree. There are 12 questions with a total score of 120. Higher scores indicate a better outcome and increased participant engagement.

Outcome measures

Outcome measures
Measure
Live-Action 360° Video Virtual Reality
n=34 Participants
Live-Action 360° Video Virtual Reality: 360° Video Virtual Reality (VVR) is made by filming with multiple HD cameras carefully arranged to capture all angles in a 360° area of a live action event. Then those angles are stitched together in post-production into a 360-degree texture sphere and the sphere is then mapped to the head tracker on the users head mounted display (HMD). Leading to the effect that when a user turns his head, the user's view of the live action video footage turns with them in real time allowing the user to look around anywhere in the 360 degrees of filmed footage of the live action event. Participants randomized to the Live-Action 360° VVR group will be outfitted with a Samsung Gear VR HMD and will view a 9-minute live-action 360° VVR video. The 9 minutes of footage will be alternating 30 second clips of central Texas locations.
CGI 360° Video Virtual Reality
n=35 Participants
CGI 360° Video Virtual Reality: Participants randomized to the CGI 360° VVR condition will also be outfitted with a Samsung Gear VR head mounted display. Participants will view the same content for the same duration as in the Live-Action 360° VVR condition, but the footage will be animated instead of live-action footage.
Waitlist
Participants randomized to the waitlist group will complete all study procedures except the VR exposure. After completion of the study visit, participants in the waitlist condition will be given the option of viewing either the Live-Action 360° 3D HD VVR or the CGI 360° 3D VVR.
Absorption Survey
104.32 units on a scale
Standard Deviation 16.52
96.2 units on a scale
Standard Deviation 18.34

SECONDARY outcome

Timeframe: Every 10 minutes for 40 minutes following intervention

The Present Mood Questionnaire was used to assess the participant's current mood. The survey uses a labeled (0-10) NRS to measure the extent to which the participant feels sad, anxious, happy, and tranquil. It was administered at each of the three assessments (baseline, post-treatment, follow-up) except for in waitlist participants, for whom it was not administered at the final assessment to reduce participant burden. Higher values indicate worse outcomes for depression and anxiety and better outcomes for happiness and tranquility.

Outcome measures

Outcome measures
Measure
Live-Action 360° Video Virtual Reality
n=34 Participants
Live-Action 360° Video Virtual Reality: 360° Video Virtual Reality (VVR) is made by filming with multiple HD cameras carefully arranged to capture all angles in a 360° area of a live action event. Then those angles are stitched together in post-production into a 360-degree texture sphere and the sphere is then mapped to the head tracker on the users head mounted display (HMD). Leading to the effect that when a user turns his head, the user's view of the live action video footage turns with them in real time allowing the user to look around anywhere in the 360 degrees of filmed footage of the live action event. Participants randomized to the Live-Action 360° VVR group will be outfitted with a Samsung Gear VR HMD and will view a 9-minute live-action 360° VVR video. The 9 minutes of footage will be alternating 30 second clips of central Texas locations.
CGI 360° Video Virtual Reality
n=35 Participants
CGI 360° Video Virtual Reality: Participants randomized to the CGI 360° VVR condition will also be outfitted with a Samsung Gear VR head mounted display. Participants will view the same content for the same duration as in the Live-Action 360° VVR condition, but the footage will be animated instead of live-action footage.
Waitlist
n=34 Participants
Participants randomized to the waitlist group will complete all study procedures except the VR exposure. After completion of the study visit, participants in the waitlist condition will be given the option of viewing either the Live-Action 360° 3D HD VVR or the CGI 360° 3D VVR.
Present Mood Questionnaire
Depression
.7 units on a scale
Standard Deviation 1.45
.85 units on a scale
Standard Deviation 1.88
2.25 units on a scale
Standard Deviation 3.13
Present Mood Questionnaire
Anxiety
1.24 units on a scale
Standard Deviation 3.18
1.21 units on a scale
Standard Deviation 2.27
2.25 units on a scale
Standard Deviation 2.76
Present Mood Questionnaire
Happy
6.52 units on a scale
Standard Deviation 2.54
6.24 units on a scale
Standard Deviation 3.38
5.34 units on a scale
Standard Deviation 3.39
Present Mood Questionnaire
Tranquil
7.7 units on a scale
Standard Deviation 2.3
7.62 units on a scale
Standard Deviation 2.71
6.56 units on a scale
Standard Deviation 2.65

SECONDARY outcome

Timeframe: Immediately after intervention

Self-report measure that assesses the participant's attitude toward the VR experience. Questions are asked on a scale of 0-10 with 0 being strongly Disagree and 10 being strongly agree. There are 12 questions for a total score of 120. Higher scores mean a more positive attitude towards the experience and is a better outcome.

Outcome measures

Outcome measures
Measure
Live-Action 360° Video Virtual Reality
n=34 Participants
Live-Action 360° Video Virtual Reality: 360° Video Virtual Reality (VVR) is made by filming with multiple HD cameras carefully arranged to capture all angles in a 360° area of a live action event. Then those angles are stitched together in post-production into a 360-degree texture sphere and the sphere is then mapped to the head tracker on the users head mounted display (HMD). Leading to the effect that when a user turns his head, the user's view of the live action video footage turns with them in real time allowing the user to look around anywhere in the 360 degrees of filmed footage of the live action event. Participants randomized to the Live-Action 360° VVR group will be outfitted with a Samsung Gear VR HMD and will view a 9-minute live-action 360° VVR video. The 9 minutes of footage will be alternating 30 second clips of central Texas locations.
CGI 360° Video Virtual Reality
n=35 Participants
CGI 360° Video Virtual Reality: Participants randomized to the CGI 360° VVR condition will also be outfitted with a Samsung Gear VR head mounted display. Participants will view the same content for the same duration as in the Live-Action 360° VVR condition, but the footage will be animated instead of live-action footage.
Waitlist
Participants randomized to the waitlist group will complete all study procedures except the VR exposure. After completion of the study visit, participants in the waitlist condition will be given the option of viewing either the Live-Action 360° 3D HD VVR or the CGI 360° 3D VVR.
Attitudes Toward the Experience Survey
74.35 units on a scale
Standard Deviation 10.93
67.51 units on a scale
Standard Deviation 16.49

Adverse Events

Live-Action 360° Video Virtual Reality

Serious events: 0 serious events
Other events: 9 other events
Deaths: 0 deaths

CGI 360° Video Virtual Reality

Serious events: 0 serious events
Other events: 7 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Other adverse events
Measure
Live-Action 360° Video Virtual Reality
n=66 participants at risk
Live-Action 360° Video Virtual Reality: 360° Video Virtual Reality (VVR) is made by filming with multiple HD cameras carefully arranged to capture all angles in a 360° area of a live action event. Then those angles are stitched together in post-production into a 360-degree texture sphere and the sphere is then mapped to the head tracker on the users head mounted display (HMD). Leading to the effect that when a user turns his head, the user's view of the live action video footage turns with them in real time allowing the user to look around anywhere in the 360 degrees of filmed footage of the live action event. Participants randomized to the Live-Action 360° VVR group will be outfitted with a Samsung Gear VR HMD and will view a 9-minute live-action 360° VVR video. The 9 minutes of footage will be alternating 30 second clips of central Texas locations.
CGI 360° Video Virtual Reality
n=37 participants at risk
CGI 360° Video Virtual Reality: Participants randomized to the CGI 360° VVR condition will also be outfitted with a Samsung Gear VR head mounted display. Participants will view the same content for the same duration as in the Live-Action 360° VVR condition, but the footage will be animated instead of live-action footage.
Eye disorders
Eyestrain
9.1%
6/66 • Number of events 6 • One year
Waitlist group was enrolled in other groups after the wait. Their numbers are included in the other group's counts. Participants in waitilist chose their own groups so numbers are not even.
13.5%
5/37 • Number of events 5 • One year
Waitlist group was enrolled in other groups after the wait. Their numbers are included in the other group's counts. Participants in waitilist chose their own groups so numbers are not even.
Nervous system disorders
Dizzy
6.1%
4/66 • Number of events 4 • One year
Waitlist group was enrolled in other groups after the wait. Their numbers are included in the other group's counts. Participants in waitilist chose their own groups so numbers are not even.
10.8%
4/37 • Number of events 4 • One year
Waitlist group was enrolled in other groups after the wait. Their numbers are included in the other group's counts. Participants in waitilist chose their own groups so numbers are not even.
Gastrointestinal disorders
Nausea
4.5%
3/66 • Number of events 3 • One year
Waitlist group was enrolled in other groups after the wait. Their numbers are included in the other group's counts. Participants in waitilist chose their own groups so numbers are not even.
5.4%
2/37 • Number of events 2 • One year
Waitlist group was enrolled in other groups after the wait. Their numbers are included in the other group's counts. Participants in waitilist chose their own groups so numbers are not even.
Nervous system disorders
Headache
3.0%
2/66 • Number of events 2 • One year
Waitlist group was enrolled in other groups after the wait. Their numbers are included in the other group's counts. Participants in waitilist chose their own groups so numbers are not even.
5.4%
2/37 • Number of events 2 • One year
Waitlist group was enrolled in other groups after the wait. Their numbers are included in the other group's counts. Participants in waitilist chose their own groups so numbers are not even.

Additional Information

Dr. Mark Powers

Baylor Scott & White Research Institute

Phone: 2148652409

Results disclosure agreements

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