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Impact of Passive VR Versus Active VR on Heat Pain Thresholds and Pressure Pain Thresholds

Stanford University logo

Stanford University

Status

Completed

Conditions

Anxiety
Pain

Treatments

Behavioral: Oculus Go headset with immersive virtual reality experience
Behavioral: Oculus Go headset without active intervention
Behavioral: Oculus Go headset with active intervention
Behavioral: Oculus Go headset without immersive virtual reality experience

Study type

Interventional

Funder types

Other

Identifiers

Details and patient eligibility

About

This is a prospective, crossover study of healthy participants evaluating the impact of passive vs. active virtual reality (VR) games on heat pain threshold (HPT) and pressure pain threshold (PPT).

Full description

Virtual reality (VR) is an emerging, non-pharmaceutical intervention used to reduce perceived pain and anxiety in patients. VR's effect on pain and anxiety on patients is well-studied as is how VR games improve recalled pain and anxiety in pediatric burn and bone-fracture patients undergoing painful medical procedures. However, how differences in VR application construction (such as passive play vs. active play) impact patient perception of pain and anxiety is not well understood. In this study, we will measure the impact of passive vs. active VR applications on heat pain threshold (HPT) and pressure pain threshold (PPT), and immediate vs. recalled pain and anxiety levels.

Enrollment

265 patients

Sex

All

Ages

18 to 99 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • greater than 18 years of age
  • English speaking
  • hearing intact

Exclusion criteria

  • a history of severe motion sickness
  • currently have nausea
  • history of seizures
  • have hearing loss; are pregnant
  • are currently taking beta blockers, chronotropic heart medications, or opioids or other prescription pain medications
  • history of chronic pain or acute pain syndromes.

Trial design

Primary purpose

Supportive Care

Allocation

Randomized

Interventional model

Crossover Assignment

Masking

None (Open label)

265 participants in 4 patient groups

Active VR then Passive VR
Experimental group
Description:
Participant will conduct the Heat Pain Threshold experiment or Pressure Pain Threshold experiment using active VR first and then passive VR
Treatment:
Behavioral: Oculus Go headset with active intervention
Behavioral: Oculus Go headset without active intervention
Passive VR then Active VR
Experimental group
Description:
Participant will conduct the Heat Pain Threshold experiment or Pressure Pain Threshold experiment using passive VR first and then active VR
Treatment:
Behavioral: Oculus Go headset with active intervention
Behavioral: Oculus Go headset without active intervention
No immersive virtual reality followed by immersive virtual reality
Experimental group
Description:
Participant will conduct the Heat Pain Threshold experiment or Pressure Pain Threshold experiment using no immersive virtual reality first and then with immersive virtual reality.
Treatment:
Behavioral: Oculus Go headset without immersive virtual reality experience
Behavioral: Oculus Go headset with immersive virtual reality experience
Immersive virtual reality followed by No immersive virtual reality
Experimental group
Description:
Participant will conduct the Heat Pain Threshold experiment or Pressure Pain Threshold experiment using immersive virtual reality first and then with no immersive virtual reality.
Treatment:
Behavioral: Oculus Go headset without immersive virtual reality experience
Behavioral: Oculus Go headset with immersive virtual reality experience

Trial contacts and locations

1

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Central trial contact

Man Yee Suen, MMed; Samuel Rodriguez, MD

Data sourced from clinicaltrials.gov

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