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
Get a concise snapshot of the trial, including recruitment status, study phase, enrollment targets, and key timeline milestones.
COMPLETED
NA
92 participants
INTERVENTIONAL
2020-01-30
2021-04-30
Brief Summary
Review the sponsor-provided synopsis that highlights what the study is about and why it is being conducted.
Detailed Description
Dive into the extended narrative that explains the scientific background, objectives, and procedures in greater depth.
The primary aim is to conduct a randomized, controlled study with healthy volunteers to explore whether interacting with virtual objects in VR via a high tech interactive VR system makes VR significantly more effective/powerful compared to a less immersive passive VR system, vs. No VR, for reducing pain during quantitative sensory testing.
Conditions
See the medical conditions and disease areas that this research is targeting or investigating.
Study Design
Understand how the trial is structured, including allocation methods, masking strategies, primary purpose, and other design elements.
RANDOMIZED
CROSSOVER
1. No Virtual Reality (no treatment control side data to test QST paradigm assumptions).
2. Low Tech/passive Virtual Reality for 1st pain stimulus+High Tech for 2nd pain stimulus
3. High Tech/interactive VR for 1st pain stimulus +Low Tech for 2nd pain stimulus.
BASIC_SCIENCE
SINGLE
Study Groups
Review each arm or cohort in the study, along with the interventions and objectives associated with them.
Control Group
No treatment, side study to test the assumptions of our quantitative sensory testing pain paradigm
No interventions assigned to this group
Low Tech/passive Virtual Reality first
Low Tech VR first brief test phase thermal stimulus + High Tech VR during a second test phase pain stimulus
Virtual Reality psychological pain reduction
attention distraction
High Tech/interactive Virtual Reality first
High Tech/Interactive VR during first brief test phase thermal stimulus + Low Tech VR during a second brief thermal stimulus.
Virtual Reality psychological pain reduction
attention distraction
Interventions
Learn about the drugs, procedures, or behavioral strategies being tested and how they are applied within this trial.
Virtual Reality psychological pain reduction
attention distraction
Eligibility Criteria
Check the participation requirements, including inclusion and exclusion rules, age limits, and whether healthy volunteers are accepted.
Inclusion Criteria
* Able to read, write and comprehend English
* Able to complete study measures
* Willing to follow our UW approved instructions
* 18 years of age or older
Exclusion Criteria
* Not enrolled in a course at the University of Washington Psychology Dept., participating in the UW Psychology subject pool
* Not be able to read, write and comprehend English
* Younger than 18 years of age.
* Not capable of completing measures
* Not capable of indicating pain intensity,
* Not capable of filling out study measures,
* Extreme susceptibility to motion sickness,
* Seizure history,
* Unusual sensitivity or lack of sensitivity to pain,
* Sensitive skin,
* sensitive feet,
* migraines,
* Diabetes.
18 Years
ALL
Yes
Sponsors
Meet the organizations funding or collaborating on the study and learn about their roles.
National Institute of General Medical Sciences (NIGMS)
NIH
University of Washington
OTHER
Responsible Party
Identify the individual or organization who holds primary responsibility for the study information submitted to regulators.
Hunter Hoffman
Research Scientist: Radiology, Psychology, Engineering
Principal Investigators
Learn about the lead researchers overseeing the trial and their institutional affiliations.
Hunter Hoffman, PhD
Role: PRINCIPAL_INVESTIGATOR
University of Washington
Locations
Explore where the study is taking place and check the recruitment status at each participating site.
University of Washington (public not eligible for participation)
Seattle, Washington, United States
Countries
Review the countries where the study has at least one active or historical site.
References
Explore related publications, articles, or registry entries linked to this study.
Hoffman HG. Interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention. Sci Rep. 2021 May 21;11(1):10672. doi: 10.1038/s41598-021-89526-4.
Other Identifiers
Review additional registry numbers or institutional identifiers associated with this trial.
STUDY00007801
Identifier Type: -
Identifier Source: org_study_id