Skip to content

Utilization of Different Virtual Reality Experiences

Impact of Different Virtual Reality Experiences on Anxiety and Pain

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04828980
Enrollment
32
Registered
2021-04-02
Start date
2021-02-01
Completion date
2022-08-25
Last updated
2023-10-31

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Anxiety, Otolaryngological Disease, Pain, Postoperative, Surgery

Brief summary

This trial studies differences between a mindfulness and a gaming virtual reality (VR) experience as a means for preoperative anxiety management and postoperative pain management among patients after head and neck surgery. Investigators will assess differences in anxiety scores, pain scores, physiologic measures, and subjective patient experiences.

Detailed description

Optimal postoperative pain control after head and neck surgery is vital for recovery, and non-pharmacologic strategies to improve pain may help reduce narcotic use. Further, preoperative anxiety is common and can impact postoperative pain, analgesic requirements, and recovery. In addition to facilitating with postoperative pain control, VR may have a role in reducing preoperative anxiety. However, it is unclear whether different VR experiences may be more beneficial for different clinical applications. This study will evaluate if there are differences in preoperative anxiety and postoperative pain when utilizing different VR experiences. Patients undergoing head and neck surgery will be randomly allocated preoperatively to first participate in either a mindfulness or active gaming VR experience, and then postoperatively will crossover and participate in the other experience they did not utilize prior to surgery.

Interventions

DEVICEOculus Quest: TRIPP

This is a VR experience that focuses on meditation and mindfulness

DEVICEOculus Quest: Angry Birds

This is an active gaming VR experience that utilizes controllers to aim and launch objects at targets.

Sponsors

Oregon Health and Science University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 89 Years
Healthy volunteers
Yes

Inclusion criteria

* Patients undergoing head and neck surgery * Are able to provide informed consent

Exclusion criteria

* Isolation precautions * Active eye discharge * Active nausea or vomiting * History of seizure, epilepsy, or hypersensitivity to flashing light * Expected to have wounds or wound care that prevent comfortable and safe use of the VR headset

Design outcomes

Primary

MeasureTime frameDescription
Change in patient-reported anxietybaseline, and then 15 minutes later after VR useAnxiety level will be obtained using a 100mm Visual Analogue Scale (VAS). Preoperative anxiety scores will be obtained prior to VR then immmediately after VR use to assess change in anxiety after each intervention. Score will range from 0 (no anxiety) to 100 (extremely anxious)
Change in patient-reported painbaseline, and then 15 minutes later after VR usePain level will be obtained using a 100mm Visual Analogue Scale (VAS). Postoperative pain scores will be obtained prior to VR then immmediately after VR use to assess change in pain level after each intervention. Score will range from 0 (no pain) to 100 (worst pain imaginable)

Secondary

MeasureTime frameDescription
Change in blood pressurebaseline, and then 15 minutes later after VR useBlood pressure (mmHG) will be recorded prior to VR use and then after VR use to assess change in physiologic responses after each intervention.
Patient experience1 minute after use of VRPatients will complete a short survey at the completion of their participation in each VR experience evaluating their experience using a 5-point Likert scale, with responses ranging from 1 (low satisfaction) to 5 (high satisfaction)
Change in heart ratebaseline, and then 15 minutes later after VR useHeart rate (beats per minute \[bpm\]) will be recorded prior to VR use and then after VR use to assess change in physiologic responses after each intervention.

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026