Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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UNKNOWN
NA
54 participants
INTERVENTIONAL
2019-08-01
2020-10-31
Brief Summary
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* Pain will be measured using the VAS for all subjects pre-, during and post-intervention via self-report.
* Number of opioids/oral pain medication consumed will be analyzed
* Patient anxiety will be measured on the Short ( State-Trait Anxiety Index) STAI anxiety scale pre- and post-intervention.
* Heart rate and blood pressure will also be measured pre and post intervention.
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Detailed Description
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The recognition of pain by an individual requires both a noxious stimulus as well as attention on the part of the subject. Studies have shown that pain sensation is less on the visual analogue scale (VAS) when subjects are distracted, and that distraction can assist in pain control, since humans have limited attention capacity. When treating Adult patients with acute pain, it could thus be useful to have an effective method of pain distraction to improve tolerance and comfort, and to decrease the amount of narcotic medications prescribed.
Virtual reality (VR) is a digital simulation of a three-dimensional environment in which the user is capable of interacting with the generated world via computerized equipment such as gloves or a virtual reality head-mounted display (VRHMD). 360-degree VR video is a subset of virtual reality which creates an immersive experience of real world environments, allowing the user to have a sense of presence and exploration while wearing a (VRHMD). VR exposure is shown to be a potent distractor and has been repeatedly shown to provide analgesia during painful procedures. Since adults are often very attracted to technology, computer games, and virtual reality, we propose a study to allow adults to interact with a custom virtual reality environment in order to consume a substantial proportion of their attentional resources during acute pain episodes. We hypothesize that immersing the patients in VR will allow these patients to spend less attention on pain and allow for less need for other analgesia i.e. opioids.
VR has been demonstrated as a valid method of analgesia for both adults and pediatrics during painful procedures. To the investigator's knowledge, no one has evaluated the use of VRA to reduce opioid consumption in the Acute Rehab unit. In addition to relieving pain, anxiety, stress, and possibly decreasing general sedation, VRA may also decrease medical costs by decreasing length of stay.
Virtual Reality Analgesia (VRA) has been shown by research to be more effective when more immersive. To accomplish this, various head-sets and technologies have been developed to provide a more enveloping experience. Until recently, virtual reality head-mounted displays (VRHMD) had not been widely accepted due to their poor performance and high cost. But recent developments with the Oculus Rift DK1(DK 1 is a model number) in 2012 changed this paradigm. The now commercially available Oculus Rift is an inexpensive state of the art VRHMD. Using the Oculus Rift can create a high definition and smooth environment that will allow for maximal distraction at a modest price point. Therefore, equipment like the Oculus Rift could be an ideal VRA tool in the clinical setting.
Many corporations such as Samsung, Google, and others have invested both capital and development resources that have advanced virtual reality technologies and made them very inexpensive. With these changes, the investigators are finally at a point where both the hardware and the software needed to produce high quality VRHMD is now available at very low and moderate price points. An example of the lowest cost VRHMD is the Google Cardboard, a simple device that allows anyone with a cellphone to experience VR, for as little as $15.
The investigators propose a study utilizing the highest quality VRHMD to provide VRA during acute pain related to trauma. It is the investigators' hypothesis that by using VRA, significant decrease in the overall pain and discomfort can be observed resulting in a decrease in consumption of oral opioids.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
1. Passive VR Movie
2. Interactive relaxation/exploration
3. Active/Adventure experience
TREATMENT
DOUBLE
Study Groups
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Virtual Reality analgesia
Trauma patients in rehab unit in the participating hospital will be included in this arm if they are randomized to receive the intervention which is a virtual reality headset providing immersive interactive content in the video format
Virtual reality
Trauma patients enrolled in the study will be offered Virtual Reality experieince per the protocol
Control
Trauma patients in rehab unit in the participating hospital will be included in this arm if they are randomized to receive no intervention
No interventions assigned to this group
Interventions
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Virtual reality
Trauma patients enrolled in the study will be offered Virtual Reality experieince per the protocol
Eligibility Criteria
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Inclusion Criteria
* Adult ages 18-100
* Adult with intact vision who can attend VR intervention
* Adult receiving PO Medications
* Adult with motor control of at least one arm
Exclusion Criteria
* Adult who is not attentive to VR secondary to poor concentration/poor cognition to external stimuli.
* Adult with no volitional control of the neck and or upper extremities.
18 Years
100 Years
ALL
Yes
Sponsors
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New York City Health and Hospitals Corporation
OTHER
Responsible Party
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Principal Investigators
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Michelle Stern, MD
Role: PRINCIPAL_INVESTIGATOR
New York City Health and Hospitals Corporation
Locations
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Jacobi Medical Center
The Bronx, New York, United States
Countries
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Central Contacts
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Facility Contacts
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Other Identifiers
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2018-9196
Identifier Type: -
Identifier Source: org_study_id
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