Trial Outcomes & Findings for Virtual Reality for Pain in Acute Orthopedic Injuries (NCT NCT05552430)
NCT ID: NCT05552430
Last Updated: 2024-08-22
Results Overview
Participants' perceived credibility, determined by the percentage of participants with scores (range = 3-27, higher scores mean better outcomes) over the scale's midpoint (≥70% good, ≥ 80% excellent).
COMPLETED
NA
10 participants
Pre-intervention (week 0) only
2024-08-22
Participant Flow
No enrolled participants were excluded from the study.
Participant milestones
| Measure |
Skills-Based VR
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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|---|---|
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Overall Study
STARTED
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10
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Overall Study
COMPLETED
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10
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Overall Study
NOT COMPLETED
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0
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Reasons for withdrawal
Withdrawal data not reported
Baseline Characteristics
Virtual Reality for Pain in Acute Orthopedic Injuries
Baseline characteristics by cohort
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
RelieveVRx: Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Age, Continuous
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46.8 years
STANDARD_DEVIATION 11.86 • n=5 Participants
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Sex: Female, Male
Female
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7 Participants
n=5 Participants
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Sex: Female, Male
Male
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3 Participants
n=5 Participants
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Ethnicity (NIH/OMB)
Hispanic or Latino
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0 Participants
n=5 Participants
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Ethnicity (NIH/OMB)
Not Hispanic or Latino
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10 Participants
n=5 Participants
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Ethnicity (NIH/OMB)
Unknown or Not Reported
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0 Participants
n=5 Participants
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Race (NIH/OMB)
American Indian or Alaska Native
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0 Participants
n=5 Participants
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Race (NIH/OMB)
Asian
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0 Participants
n=5 Participants
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Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
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0 Participants
n=5 Participants
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Race (NIH/OMB)
Black or African American
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0 Participants
n=5 Participants
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Race (NIH/OMB)
White
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10 Participants
n=5 Participants
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Race (NIH/OMB)
More than one race
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0 Participants
n=5 Participants
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Race (NIH/OMB)
Unknown or Not Reported
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0 Participants
n=5 Participants
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Marital Status
Married
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3 Participants
n=5 Participants
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Marital Status
Single, never married
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5 Participants
n=5 Participants
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Marital Status
Separated or Divorced
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1 Participants
n=5 Participants
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Marital Status
Widowed
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1 Participants
n=5 Participants
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Education
Some college/Associates degree (<16 years)
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1 Participants
n=5 Participants
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Education
Completed college (16 years)
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3 Participants
n=5 Participants
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Education
Graduate/professional degree (>16 years)
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6 Participants
n=5 Participants
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Employment
Employed full-time
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8 Participants
n=5 Participants
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Employment
Employed part-time
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1 Participants
n=5 Participants
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Employment
Unemployed
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1 Participants
n=5 Participants
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Income
$15,000 to less than $20,000
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1 Participants
n=5 Participants
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Income
$50,000 to less than $75,000
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3 Participants
n=5 Participants
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Income
$75,000 or more
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6 Participants
n=5 Participants
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PRIMARY outcome
Timeframe: Pre-intervention (week 0) onlyParticipants' perceived credibility, determined by the percentage of participants with scores (range = 3-27, higher scores mean better outcomes) over the scale's midpoint (≥70% good, ≥ 80% excellent).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Credibility and Expectancy Questionnaire (CEQ)- Credibility Subscale
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8 Participants
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PRIMARY outcome
Timeframe: Pre-intervention (week 0) onlyParticipants' treatment expectancy, determined by the percentage of participants with scores (range = 3-27, higher scores mean better outcomes) over the scale's midpoint (≥70% good, ≥ 80% excellent).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Credibility and Expectancy Questionnaire (CEQ)- Expectancy Subscale
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9 Participants
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PRIMARY outcome
Timeframe: Post-intervention (week 8) onlyParticipants' treatment satisfaction, determined by the percentage of participants with scores (range = 3-12) over the scale's midpoint (≥70% good, ≥ 80% excellent).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Client Satisfaction Questionnaire
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9 Participants
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PRIMARY outcome
Timeframe: Post-intervention (week 8) onlyAssess global user experience of the VR device, with higher percentile rankings (range = 0-100) indicating greater usability. Usability was determined by the number of participants with System Usability Scale scores 68 and above (≥70% good, ≥ 80% excellent).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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System Usability Scale
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8 Participants
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SECONDARY outcome
Timeframe: Post-intervention (week 8) onlyThe number of participants that improved "much or very much" or "minimally" on the Patient's Global Impression of Change Scores for pain, emotional, and physical function during the VR program.
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Patient's Global Impression of Change
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10 Participants
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SECONDARY outcome
Timeframe: Post-intervention (week 8) onlyAssess adverse experiences with VR, determined by the percentage of participants with responses (range = 0 never to 3 always) below the scale's midpoint (≥70% good, ≥ 80% excellent).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Motion Sickness and Nausea
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10 Participants
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SECONDARY outcome
Timeframe: Throughout the study completion, approximately 1 yearPopulation: This benchmark indicates the number of participants enrolled out of total eligible. More participants were deemed eligible than the number that enrolled, ultimately making the overall number of participants greater than the number stated in the participant flow.
We will report the number of participants who agree to participate out of those eligible, evaluated at the end of study for all participants (≥70% good, ≥ 80% excellent).
Outcome measures
| Measure |
Skills-Based VR
n=12 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Feasibility of Enrollment
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10 Participants
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SECONDARY outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)Acceptability of treatment was determined by the percentage of participants who completed at least 6 of 8 weeks of VR modules (≥70%, good; ≥ 80% excellent).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Acceptability of Treatment
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10 Participants
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SECONDARY outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)Adherence to Pain Surveys was determined by the percentage of participants who responded to at least 5/7 days for at least 6/8 weeks during the intervention period (≥70% good, ≥80% excellent).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Adherence to Pain Surveys
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8 Participants
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SECONDARY outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)The feasibility of data collection was determined by the percentage of participants with no missing outcomes data (≥70% good, ≥80% excellent).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Feasibility of Outcome Assessments
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10 Participants
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OTHER_PRE_SPECIFIED outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)Population: Out of 10 total participants, only 6 were included in the analysis for the Outcome Measure as they were taking non-narcotic medications during the study.
Number of days that non-narcotic pain medications were taken in the last week.
Outcome measures
| Measure |
Skills-Based VR
n=6 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Non-narcotic Pain Medications
Pre-intervention
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1.9 days per week
Standard Deviation 2.23
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Non-narcotic Pain Medications
Post-intervention
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0.6 days per week
Standard Deviation 0.97
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OTHER_PRE_SPECIFIED outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)The PROMIS Sleep Disturbance is an 8-item self-report of challenges affecting sleep and overall sleep quality and satisfaction over the past seven days. PROMIS Sleep Disturbance items are scored between 1 and 5: not at all (1) to very much (5), never (1) to always (5), and very poor (1) to very good (5). Total raw scores are converted to T-scores, with higher T-score values (e.g., 50 indicates the population mean with a standard deviation of 10) indicating worse outcome (greater sleep disturbance or worse sleep quality).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Patient-Reported Outcomes Measurement Information System (PROMIS) Sleep Disturbance
Pre-intervention
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57.86 T-score
Standard Deviation 7.94
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Patient-Reported Outcomes Measurement Information System (PROMIS) Sleep Disturbance
Post-intervention
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47.27 T-score
Standard Deviation 9.55
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OTHER_PRE_SPECIFIED outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)The PROMIS Physical Function is an 8-item self-report to assess participants' general ability to complete daily living activities. PROMIS Physical Function items are scored on a 1 (unable to do) to 5 (without any difficulty) or 1 (cannot do) to 5 (not at all) point scale. Total scores are converted to T-scores, with higher T-score values (e.g., 50 indicates the population mean with a standard deviation of 10) indicating greater better outcome (higher physical function).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Patient-Reported Outcomes Measurement Information System (PROMIS) Physical Function
Pre-intervention
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35.32 T-score
Standard Deviation 6.86
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Patient-Reported Outcomes Measurement Information System (PROMIS) Physical Function
Post-intervention
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43.26 T-score
Standard Deviation 7.13
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OTHER_PRE_SPECIFIED outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)The Short Musculoskeletal Function Assessment (SMFA) is a 46-item self-report to assess the extent to which one's injury interferes with their ability to complete daily living activities. The SMFA Dysfunction Intex contains 34 items that assess musculoskeletal function. SMFA items are scored on a 1 (no problems/difficulty) to 5 (unable to do) scale. Total scores are calcuted by summing items 1-34 for the Dysfunction Index. Total scores are standardized \[(Actual raw score - lowest possible raw score/possible raw score range) \*100\], with high scores indicating poor function (standardized subscale range, min = 0, max = 100).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Short Musculoskeletal Functional Assessment (SMFA) Questionnaire- Dysfunction Index
Pre-intervention
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51.93 Standardized subscale score
Standard Deviation 8.45
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Short Musculoskeletal Functional Assessment (SMFA) Questionnaire- Dysfunction Index
Post-intervention
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35.46 Standardized subscale score
Standard Deviation 7.59
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OTHER_PRE_SPECIFIED outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)The Short Musculoskeletal Function Assessment (SMFA) is a 46-item self-report to assess the extent to which one's injury interferes with their ability to complete daily living activities. The SMFA Bother Index has 12 items that assess symptom burden. SMFA items are scored on a 1 (no problems/difficulty) to 5 (unable to do) scale. Total scores are calculated by summing items 35-46 for the Bothersome Index. Total scores are standardized \[(Actual raw score - lowest possible raw score/possible raw score range) \*100\], with high scores indicating poor function (standardized subscale range, min = 0, max = 100).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Short Musculoskeletal Functional Assessment (SMFA) Questionnaire - Bother Index
Pre-intervention
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60.76 Standardized subscale score
Standard Deviation 10.61
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Short Musculoskeletal Functional Assessment (SMFA) Questionnaire - Bother Index
Post-intervention
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38.17 Standardized subscale score
Standard Deviation 11.18
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OTHER_PRE_SPECIFIED outcome
Timeframe: Assessed Pre-intervention (week 0), Bi-weekly, Post-intervention (week 8). Pre-intervention (week 0) and Post-intervention (week 8) reported.The Numerical Rating Scale (NRS) is a 2-item self-report that assesses participants' pain intensity at rest during the past week. One of two NRS items (pain at rest) is reported and scored on a 0 (no pain) to 10 (worst ever) scale.
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Numerical Rating Scale (NRS) - Pain at Rest
Pre-intervention
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3.50 score on a scale
Standard Deviation 1.27
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Numerical Rating Scale (NRS) - Pain at Rest
Post-intervention
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1.00 score on a scale
Standard Deviation 0.94
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OTHER_PRE_SPECIFIED outcome
Timeframe: Assessed Pre-intervention (week 0), Bi-weekly, Post-intervention (week 8). Pre-intervention (week 0) and Post-intervention (week 8) reported.The Numerical Rating Scale (NRS) is a 2-item self-report that assesses participants' pain intensity with activity during the past week. One of two NRS items (pain with activity) reported and scored on a 0 (no pain) to 10 (worst ever) scale.
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Numerical Rating Scale (NRS) - Pain With Activity
Pre-intervention
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6.30 score on a scale
Standard Deviation 1.64
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Numerical Rating Scale (NRS) - Pain With Activity
Post-intervention
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2.90 score on a scale
Standard Deviation 1.79
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OTHER_PRE_SPECIFIED outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)The Pain Catastrophizing Scale (PCS) is a 13-item self-report of catastrophic thoughts and emotions related to pain. The PCS-13 is scored on 0 (not at all) to 4 (all the time) scale. Higher scores (range = 0-52) indicate greater pain catastrophizing.
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Pain Catastrophizing Scale (PCS)
Pre-intervention
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23.90 score on a scale
Standard Deviation 9.62
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Pain Catastrophizing Scale (PCS)
Post-intervention
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7.50 score on a scale
Standard Deviation 5.08
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OTHER_PRE_SPECIFIED outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)The Pain Anxiety Symptoms Scale (PASS) is a 20-item self-report of fear and anxiety related to pain. The PASS-20 is scored on 0 (never) to 5 (always) scale. Higher scores (range= 0-100) indicate greater pain anxiety.
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Pain Anxiety Scale (PASS)
Pre-intervention
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51.10 score on a scale
Standard Deviation 17.40
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Pain Anxiety Scale (PASS)
Post-intervention
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18.40 score on a scale
Standard Deviation 12.80
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OTHER_PRE_SPECIFIED outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)The Pain Self-Efficacy Questionnaire is a 10-item self-report that measures participants' confidence in completing daily tasks and leisure activities despite experiencing pain. PSEQ items are scored on a 0 (not at all confident) to 6 (completely confident) scale. Higher total sum scores (total range = 0-60) indicate greater better outcome (pain self-efficacy).
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Pain Self-Efficacy Questionnaire (PSEQ)
Pre-intervention
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35.50 score on a scale
Standard Deviation 12.67
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Pain Self-Efficacy Questionnaire (PSEQ)
Post-intervention
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50.90 score on a scale
Standard Deviation 6.95
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OTHER_PRE_SPECIFIED outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)The Center for Epidemiological Studies Depression Scale (CES-D) is a 20-item self-report that assesses how often participants' experience symptoms of depression in the last week. CES-D items are scored on a 0 (rarely or none of the time, less than 1 day) to 3 (most or all of the time, 5-7 days) scale. Higher scores (range = 0-60) indicate greater depressive symptoms.
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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|---|---|
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Center for Epidemiologic Study of Depression (CESD) Scale
Pre-intervention
|
20.00 score on a scale
Standard Deviation 8.63
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Center for Epidemiologic Study of Depression (CESD) Scale
Post-intervention
|
10.90 score on a scale
Standard Deviation 6.61
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OTHER_PRE_SPECIFIED outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)The Cognitive and Affective Mindfulness Scale - Revised (CAMS-R) is a 12-item self-report that measures mindfulness principles: attention regulation, present focus, awareness, and non-judgmental awareness. CAMS-R items are scored on a 1 (rarely/not at all) to 4 (almost always) scale. Higher total scores (range = 12-48) indicate greater use of mindfulness.
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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Cognitive and Affective Mindfulness Scale (CAMS)
Pre-intervention
|
31.20 score on a scale
Standard Deviation 3.88
|
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Cognitive and Affective Mindfulness Scale (CAMS)
Post-intervention
|
35.90 score on a scale
Standard Deviation 5.92
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OTHER_PRE_SPECIFIED outcome
Timeframe: Assessed Pre-intervention (week 0), Bi-weekly, Post-intervention (week 8). Pre-intervention (week 0) and Post-intervention (week 8) reported.The Defense and Veterans Pain Rating Scale (DVPRS) is a 4-item self-report that measures the extent to which pain interferes with usual activity, sleep, mood, and stress. One of four DVPRS (Activity Subscale) reported and scored on 0 (does not interfere) to 10 (completely interferes) scale.
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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|---|---|
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Defense and Veterans Pain Rating Scale (DVPRS) - Activity Subscale
Pre-intervention
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6.90 score on a scale
Standard Deviation 2.56
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Defense and Veterans Pain Rating Scale (DVPRS) - Activity Subscale
Post-intervention
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2.00 score on a scale
Standard Deviation 2.05
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OTHER_PRE_SPECIFIED outcome
Timeframe: Assessed Pre-intervention (week 0), Bi-weekly, Post-intervention (week 8). Pre-intervention (week 0) and Post-intervention (week 8) reported.The Defense and Veterans Pain Rating Scale (DVPRS) is a 4-item self-report that measures the extent to which pain interferes with usual activity, sleep, mood, and stress. One of four DVPRS (Sleep Subscale) reported and scored on 0 (does not interfere) to 10 (completely interferes) scale.
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
|
|---|---|
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Defense and Veterans Pain Rating Scale (DVPRS) - Sleep Subscale
Pre-intervention
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5.90 score on a scale
Standard Deviation 3.41
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Defense and Veterans Pain Rating Scale (DVPRS) - Sleep Subscale
Post-intervention
|
1.80 score on a scale
Standard Deviation 2.74
|
OTHER_PRE_SPECIFIED outcome
Timeframe: Assessed Pre-intervention (week 0), Bi-weekly, Post-intervention (week 8). Pre-intervention (week 0) and Post-intervention (week 8) reported.The Defense and Veterans Pain Rating Scale (DVPRS) is a 4-item self-report that measures the extent to which pain interferes with usual activity, sleep, mood, and stress. One of four DVPRS (Mood Subscale) reported and scored on 0 (does not interfere) to 10 (completely interferes) scale.
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
|
|---|---|
|
Defense and Veterans Pain Rating Scale (DVPRS) - Mood Subscale
Pre-intervention
|
6.00 score on a scale
Standard Deviation 1.83
|
|
Defense and Veterans Pain Rating Scale (DVPRS) - Mood Subscale
Post-intervention
|
2.10 score on a scale
Standard Deviation 1.79
|
OTHER_PRE_SPECIFIED outcome
Timeframe: Assessed Pre-intervention (week 0), Bi-weekly, Post-intervention (week 8). Pre-intervention (week 0) and Post-intervention (week 8) reported.The Defense and Veterans Pain Rating Scale (DVPRS) is a 4-item self-report that measures the extent to which pain interferes with usual activity, sleep, mood, and stress. One of four DVPRS (Stress Subscale) reported and scored is scored on 0 (does not interfere) to 10 (completely interferes) scale.
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
|
|---|---|
|
Defense and Veterans Pain Rating Scale (DVPRS) - Stress Subscale
Pre-intervention
|
6.40 score on a scale
Standard Deviation 1.51
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Defense and Veterans Pain Rating Scale (DVPRS) - Stress Subscale
Post-intervention
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2.20 score on a scale
Standard Deviation 2.10
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OTHER_PRE_SPECIFIED outcome
Timeframe: Pre-intervention (week 0), Post-intervention (week 8)The Measure of Current Status (MOCS) is a 13-item self-report of the ability to use various skills to cope with daily stressors. MOCS items are scored on a 0 (I cannot do this at all) to 4 (I can do this extremely well) scale. Higher total scores (range = 0-52) indicate greater ability and confidence to utilize coping skills.
Outcome measures
| Measure |
Skills-Based VR
n=10 Participants
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
|
|---|---|
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Measure of Current Status (MOCS)
Pre-intervention
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2.19 score on a scale
Standard Deviation 0.53
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Measure of Current Status (MOCS)
Post-intervention
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2.78 score on a scale
Standard Deviation 0.64
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Adverse Events
Skills-Based VR
Serious adverse events
| Measure |
Skills-Based VR
n=10 participants at risk
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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|---|---|
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Infections and infestations
Brief, unrelated hospitalization
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10.0%
1/10 • Number of events 1 • Adverse event data were collected between baseline (Week 0) and post-test assessments (Week 9).
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Other adverse events
| Measure |
Skills-Based VR
n=10 participants at risk
Participants will complete daily skills-based Virtual Reality (VR) sessions for 8 weeks (an average of 6 minutes per day) to determine the feasibility of at-home VR technology to aid the recovery of acute orthopedic musculoskeletal injuries. The VR device software is equipped with pain-specific treatment modules (e.g., Pain Education, Relaxation/Interoception, Mindful Escapes, and Pain Distraction Games) derived from evidence-based principles of cognitive behavioral therapy (CBT), mindfulness, and pain neuroscience education.
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|---|---|
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Psychiatric disorders
Mild, related event due to "scuba" module
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10.0%
1/10 • Number of events 1 • Adverse event data were collected between baseline (Week 0) and post-test assessments (Week 9).
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Psychiatric disorders
fNIRS Movement
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10.0%
1/10 • Number of events 1 • Adverse event data were collected between baseline (Week 0) and post-test assessments (Week 9).
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Additional Information
Dr. Ryan Mace
Center for Health Outcomes and Interdisciplinary Research, Massachusetts General Hospital
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place