Effect of Virtual Reality on Patients With Acute Pain After Thoracoscopic Surgery
Virtual Reality, Acute Postoperative Pain, Thoracic Surgery, Video-Assisted
About this trial
This is an interventional treatment trial for Virtual Reality
Eligibility Criteria
Inclusion Criteria: The patient's age is ≥ 18, regardless of gender. Within one day after thoracoscopic surgery. The NRS of postoperative pain is ≥ four. Having specific internet knowledge and mobile phone reading and writing abilities. Patients voluntarily sign the informed consent form and are willing to complete the follow-up according to the trial protocol. Exclusion Criteria: Patients have severe cognitive disorders. Patients with previous diagnoses of epilepsy, dementia, migraine, or other neurological diseases may have difficulty using the VR headset. Patients are sensitive to light stimulation. Patients are without stereopsis or with severe hearing impairment. Patients with trauma to the eyes, face, or neck are not comfortable using VR headsets. Patients have severe heart, liver, kidney, blood, digestive, and nervous diseases. Patients previously used the VR headset but found it ineffective. Patients have a history of severe alcoholism, long-term heavy drinking, and symptoms of alcohol dependence. Patients have participated in any analgesic intervention study in the past week. Women have pregnancy plans during the follow-up period of the study. Patients and their families work in digital health or pharmaceutical companies for acute or chronic pain management. Patients cannot use electronic devices such as smartphones.
Sites / Locations
- Tianjin Medical University General Hospital
Arms of the Study
Arm 1
Arm 2
Arm 3
No Intervention
Placebo Comparator
Experimental
Control group
Placebo group
VR group
Postoperative conventional analgesia was administered to patients in the control group.
Patients watched a 15-minute relaxation-based movie on 2D-video glasses along with receiving conventional analgesia.
Patients had to participate in 15-minute interactive games wearing 3D-VR headsets along with receiving conventional analgesia.