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
COMPLETED
NA
103 participants
Immediately following intervention
2021-06-23
Participant Flow
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
| 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 interventionThe 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
| 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.
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|---|---|---|---|
|
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
| 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.
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|---|---|---|---|
|
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 interventionSelf-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
| 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 interventionSelf-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
| 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 interventionThe 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
| 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 interventionSelf-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
| 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
CGI 360° Video Virtual Reality
Serious adverse events
Adverse event data not reported
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
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place