Effectiveness, Satisfaction, and Usability of Virtual Reality in the Management of Postoperative Pain in Patients Undergoing Knee Arthroplasty

NCT ID: NCT07286084

Last Updated: 2025-12-16

Study Results

Results pending

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.

Recruitment Status

NOT_YET_RECRUITING

Clinical Phase

NA

Total Enrollment

45 participants

Study Classification

INTERVENTIONAL

Study Start Date

2025-12-27

Study Completion Date

2026-12-30

Brief Summary

Review the sponsor-provided synopsis that highlights what the study is about and why it is being conducted.

The goal of this clinical trial is to evaluate the effectiveness of using virtual reality glasses to reduce the need for rescue analgesia in patients with acute postoperative pain after knee arthroplasty.

The main questions it aims to answer are:

* What is the impact of virtual reality use on postoperative pain perception as measured by the Visual Analogue Scale (VAS)?
* What potential adverse effects are associated with the use of virtual reality in the postoperative context?
* What is the level of satisfaction and acceptance of virtual reality as a complementary strategy for pain management?
* How does virtual reality influence quality of life and psychosocial variables in patients with acute postoperative pain after knee arthroplasty?

Detailed Description

Dive into the extended narrative that explains the scientific background, objectives, and procedures in greater depth.

A single-blind, randomized controlled trial will be conducted to compare gaming, 360° video viewing, and usual care interventions. Participants will be recruited from the prehabilitation clinic at Hospital del Sureste (Arganda del Rey), and the study will follow the CONSORT guidelines for clinical crossover and parallel trials.

Three experimental groups will be tested, with interventions performed at three different time points during hospitalization, each session lasting between 10 and 30 minutes. The gaming group will play video games, the control group will view 360° videos, and the usual care group will receive standard analgesia according to the protocol.

Outcome measures will be assessed at baseline (3 months before the intervention), during the intervention, and 1 month after the intervention.

Conditions

See the medical conditions and disease areas that this research is targeting or investigating.

Knee Arthroplasty

Study Design

Understand how the trial is structured, including allocation methods, masking strategies, primary purpose, and other design elements.

Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

SUPPORTIVE_CARE

Blinding Strategy

DOUBLE

Investigators Outcome Assessors

Study Groups

Review each arm or cohort in the study, along with the interventions and objectives associated with them.

CONTROL

CONVENTIONAL TREATMENT

Group Type NO_INTERVENTION

No interventions assigned to this group

EXPERIMENTAL

VR GAMES

Group Type EXPERIMENTAL

VIRTUAL REALITY

Intervention Type DEVICE

Interactive VR Games: Participants use Meta Quest 3 head-mounted displays running a custom-developed VR application designed to elicit upper-limb and trunk movements. The application includes multiple structured scenarios:

* Scenario 1 (Painting): Participants perform arm movements using handheld controllers to interact with a virtual painting environment.
* Scenario 2 (Greenhouse): Participants move the arm to attract a butterfly, guide it toward a flower, and complete the assigned interaction task.
* Scenario 3 (Aquarium): Participants perform bilateral arm movements to pop virtual bubbles.

Immersive 360° Videos:Participants use Meta Quest 3 head-mounted displays to view immersive 360° relaxing videos (e.g., natural landscapes accompanied by calming background music).

PLACEBO

VR VIDEOS 360º

Group Type PLACEBO_COMPARATOR

VIRTUAL REALITY

Intervention Type DEVICE

Interactive VR Games: Participants use Meta Quest 3 head-mounted displays running a custom-developed VR application designed to elicit upper-limb and trunk movements. The application includes multiple structured scenarios:

* Scenario 1 (Painting): Participants perform arm movements using handheld controllers to interact with a virtual painting environment.
* Scenario 2 (Greenhouse): Participants move the arm to attract a butterfly, guide it toward a flower, and complete the assigned interaction task.
* Scenario 3 (Aquarium): Participants perform bilateral arm movements to pop virtual bubbles.

Immersive 360° Videos:Participants use Meta Quest 3 head-mounted displays to view immersive 360° relaxing videos (e.g., natural landscapes accompanied by calming background music).

Interventions

Learn about the drugs, procedures, or behavioral strategies being tested and how they are applied within this trial.

VIRTUAL REALITY

Interactive VR Games: Participants use Meta Quest 3 head-mounted displays running a custom-developed VR application designed to elicit upper-limb and trunk movements. The application includes multiple structured scenarios:

* Scenario 1 (Painting): Participants perform arm movements using handheld controllers to interact with a virtual painting environment.
* Scenario 2 (Greenhouse): Participants move the arm to attract a butterfly, guide it toward a flower, and complete the assigned interaction task.
* Scenario 3 (Aquarium): Participants perform bilateral arm movements to pop virtual bubbles.

Immersive 360° Videos:Participants use Meta Quest 3 head-mounted displays to view immersive 360° relaxing videos (e.g., natural landscapes accompanied by calming background music).

Intervention Type DEVICE

Eligibility Criteria

Check the participation requirements, including inclusion and exclusion rules, age limits, and whether healthy volunteers are accepted.

Inclusion Criteria

* Adults ≥18 years of age, both sexes
* Scheduled unilateral knee arthroplasty
* Adequate cognitive and functional capacity to use virtual reality
* Signed informed consent

Exclusion Criteria

* Neurological or psychiatric disorders (history of epilepsy, seizures, psychosis, schizophrenia, claustrophobia, tremor, rigidity)
* Significant visual or hearing impairments that hinder VR use
* Physical or motor limitations preventing the use of VR headsets or maintaining the required posture
* Score ≥4 on the 4AT delirium screening tool
* Pregnancy
* Recreational drug or alcohol use
* Inability to complete the intervention protocol
Minimum Eligible Age

18 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

Meet the organizations funding or collaborating on the study and learn about their roles.

University of Castilla-La Mancha

OTHER

Sponsor Role collaborator

Hospital Universitario del Sureste

OTHER

Sponsor Role collaborator

Universidad Francisco de Vitoria

OTHER

Sponsor Role lead

Responsible Party

Identify the individual or organization who holds primary responsibility for the study information submitted to regulators.

Responsibility Role SPONSOR

Central Contacts

Reach out to these primary contacts for questions about participation or study logistics.

Jara María Esteban Sopeña, PhD Student

Role: CONTACT

913 24 80 64 ext. 1665

Other Identifiers

Review additional registry numbers or institutional identifiers associated with this trial.

PI 94/25

Identifier Type: -

Identifier Source: org_study_id