ClinicalTrials.Veeva

Menu

Healthy Children and Virtual Reality Mediation of Simulated Pain

Nationwide Children's Hospital logo

Nationwide Children's Hospital

Status

Invitation-only

Conditions

Adolescents
Children
Acute Pain
Experimental Pain in Healthy Human Participants

Treatments

Other: Passive VR-PAT
Other: Active VR-PAT
Other: iPad

Study type

Interventional

Funder types

Other

Identifiers

NCT06854991
STUDY00004727

Details and patient eligibility

About

The objective of this study is to develop central nervous system (CNS) biomarkers of pain experienced during medical procedures and pain relief induced by Virtual Reality Pain Alleviation Therapy (VR-PAT). The study team plans to use innovative functional near-infrared spectroscopy (fNIRS) to identify and quantify the targeted CNS biomarkers. The ultimate goal of this project is to optimize the CNS biomarkers for predicting and/or monitoring response to virtual reality (VR)-based pain reduction approaches for pain management in clinical trials.

20 healthy children will be recruited for a 1-hour research visit where they will wear a blood pressure cuff to simulate pain and an fNIRS neuroimaging device while playing an immersive/engaging VR game, a passive VR video, and an iPad game.

Full description

The objective of this study is to develop central nervous system (CNS) biomarkers of pain experienced during medical procedures and pain relief induced by Virtual Reality Pain Alleviation Therapy (VR-PAT). The study team plans to use innovative functional near-infrared spectroscopy (fNIRS) to identify and quantify the targeted CNS biomarkers. The ultimate goal of this project is to optimize the CNS biomarkers for predicting and/or monitoring response to VR-based pain reduction approaches for pain management in clinical trials.

Collaboration will occur through a team science model to address the following three specific aims:

Aim 1: To quantify the central nervous system (CNS) responses associated with self-reported pain intensity during a simulated pain condition.

Aim 2: To assess brain response patterns to virtual reality (VR)-based interventions for pain management.

Aim 3: To assess the degree to which objective brain measures and brain responses to VR intervention modulate objective brain markers of pain.

Enrollment

20 estimated patients

Sex

All

Ages

6 to 17 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Age 6-17 years, inclusive
  • Subjects and legal guardians can communicate (read and write) using English

Exclusion criteria

  • Currently experiencing any pain (acute or chronic)
  • Took any pain medication within the past 12 hours
  • Vision, hearing, or cognitive/motor impairments preventing valid administration of study measures
  • History of motion sickness, seizure disorder, dizziness, or migraine headaches precipitated by visual auras
  • Minors in foster care, incarcerated, or currently pregnant

Trial design

Primary purpose

Other

Allocation

Randomized

Interventional model

Crossover Assignment

Masking

None (Open label)

20 participants in 4 patient groups

Control
No Intervention group
Description:
Participants will wear an fNIRS neuroimaging device and undergo an experimental pain session using a blood pressure cuff around the calf. No distraction tool will be used.
Active VR-PAT
Experimental group
Description:
Participants will wear an fNIRS neuroimaging device and undergo an experimental pain session using a blood pressure cuff around the calf. Participants actively play an engaging virtual reality game on a VR headset.
Treatment:
Other: Active VR-PAT
Passive VR-PAT
Active Comparator group
Description:
Participants will wear an fNIRS neuroimaging device and undergo an experimental pain session using a blood pressure cuff around the calf. Participants view a video of the same VR game on a VR headset, without engagement.
Treatment:
Other: Passive VR-PAT
iPad game
Active Comparator group
Description:
Participants will wear an fNIRS neuroimaging device and undergo an experimental pain session using a blood pressure cuff around the calf. Participants actively play the same VR game on an iPad, without the immersion of a VR headset.
Treatment:
Other: iPad

Trial contacts and locations

1

Loading...

Central trial contact

Henry Xiang, MD, MPH, PhD, MBA

Data sourced from clinicaltrials.gov

Clinical trials

Find clinical trialsTrials by location
© Copyright 2026 Veeva Systems