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N/A N=156 Randomized Other

Ice Immersion Using Virtual Reality & Augmented Reality

Pain, Neuropathic · Pain, Acute

Enrolled (actual)
156
Serious AEs
0.0%
Results posted
Mar 2022
Primary outcome: Primary: VR Effect on Pain Tolerence — 135; 158 seconds — p=<0.001

Study Design & Population

Study type
Interventional
Phase
N/A
Interventions
VR/AR (Device); Ice Bath (Other)
Age
Adult, Older Adult · 18+ yrs
Sex
All
Sponsor
Stanford University
Primary completion
Mar 2021

Outcome Measures

OutcomeResultp-value
PRIMARY
VR Effect on Pain Tolerence
135; 158 <0.001 sig
SECONDARY
VR's Effect on Perceived Pain Intensity
2.1; 2.0; 4.9; 4.4; 6.0; 5.5 0.200
SECONDARY
Skin Conductance Response Density (SCRD)
0.10; 0.09 0.047 sig

Summary

The purpose of this study is to evaluate the effectiveness of different technologies, Virtual Reality and Augmented Reality with modifications as passive content, active content, cognitive load modulation, and positive encouragement coaching to increase the pain threshold as assessed by immersing a hand in ice water.

Eligibility Criteria

Inclusion Criteria

  • Greater than 18 years of age
  • English speaking
  • Hearing intact

Exclusion Criteria

  • Patients who do not consent
  • Currently taking beta blockers or other chronotropic heart medication(s)
  • Have a history of severe motion sickness
  • Currently have nausea
  • Currently experiencing seizures
  • Are clinically unstable
  • Have taken pain medications in the last 12 hours
View full record on ClinicalTrials.gov →

Data sourced from ClinicalTrials.gov (NCT04196686). Outcome figures and adverse-event rates are extracted automatically from the registry's posted results and are provided for clinician reference, not as a substitute for the primary publication.

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