Self-Administered Skills-Based Virtual Reality Intervention for Chronic Pain
Chronic Pain
About this trial
This is an interventional treatment trial for Chronic Pain focused on measuring virtual reality, chronic pain, behavioral health, behavioral medicine
Eligibility Criteria
Inclusion Criteria:
- English-fluent
- adults 18-65 years old
- have either self-reported chronic low back pain without radicular symptoms and/or fibromyalgia pain of > 6 months duration
- average pain intensity > 4 (using the 11-point Numerical Rating Scale; 0=no pain, 10=worst pain imaginable) over the past month at screening.
Exclusion Criteria:
- Cognitive impairment
- Current or prior diagnosis of epilepsy, dementia, migraines or other neurological disease that may prevent the use of VR
- Hypersensitivity to flashing light or motion
- No stereoscopic vision or severe hearing impairment
- Injury to eyes, face or neck that prevents comfortable use of VR
- Pain related to cancer
- Active suicidal ideation or severe depression
- Previous use of Pain Care VR for pain
Sites / Locations
- AppliedVR, Inc.
Arms of the Study
Arm 1
Arm 2
Experimental
Active Comparator
VR Group
Audio Group
VR group participants were mailed an Oculus Go Virtual Reality headset preloaded with VR software developed by AppliedVR. Treatment content consisted of a variety of 21 sessions to support participants in learning cognitive and behavioral self-management skills based on evidence-based CBT principles and skills, biofeedback and mindfulness strategies used in pain management. The program was designed to improve self-regulation of cognitive, emotion, and physiological response to stress and pain.
The audio program consisted of the majority of the same narrative content contained in the VR program. Owing to VR having a visual and auditory media form, about one-third of the Audio program included didactic and experiential content that was not identifical but was closely matched to the VR content (sans references to visual imagery that would be confusing in the absence of visual content). Participants accessed 21 audio recordings on SoundCloud and asked to complete one session each day.