Background: Relaxation and distraction provided by virtual reality presentations might be analgesic and reduce the need for opioid analgesia. We tested the hypothesis that a virtual reality program (AppliedVR) decreases acute postoperative pain and opioid requirements in patients recovering from hip arthroplasty. We also evaluated whether virtual reality distraction improves patient mobility and reduces the need for antiemetics.
Methods: We evaluated 106 adults who were recovering from elective primary total hip arthroplasty. Participating patients were randomized to 2- to 8-minute-long 3-dimensional immersive virtual reality relaxation and distraction video presentations (eg, guided breathing exercises, games, mindfulness) or to 2-dimensional presentations of nature short films (eg, forest wildlife) with neutral music that was chosen to be neither overly relaxing nor distracting, presented through identical headsets. Our primary outcome was pain after virtual reality or sham video presentations, adjusted for pretreatment scores. Secondary outcomes included total opioid consumption, pain scores obtained per routine by nurse staff, perception of video system usability, and pain 1 week after hospital discharge.
Results: Fifty-two patients were randomized to virtual reality distraction and relaxation, and 54 were assigned to 2-dimensional sham presentations. Virtual reality presentations were not found to affect pain scores before and after presentations, with an estimated difference in means (virtual reality minus sham video) of -0.1 points (95% confidence interval [CI], -0.5 to 0.2; P = .391) on a 0 to 10 scale, with 10 being the worst. The mean (standard error [SE]) after-intervention pain score was estimated to be 3.4 (0.3) in the virtual reality group and 3.5 (0.2) in the reference group. Virtual reality treatment was not found to affect postoperative opioid consumption in morphine milligram equivalents, with an estimated ratio of geometric means (virtual reality/sham video) of 1.2 (95% CI, 0.6-2.1; P = .608). Virtual reality presentations were not found to reduce pain scores collected every 4 hours by nursing staff, with an estimated difference in means of 0.1 points (95% CI, -0.9 to 0.7; P = .768).
Conclusions: We did not observe statistically significant or clinically meaningful reductions in average pain scores or opioid consumption. As used in our trial, virtual reality did not reduce acute postoperative pain.
Download full-text PDF |
Source |
---|---|
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC10909914 | PMC |
http://dx.doi.org/10.1213/ANE.0000000000006642 | DOI Listing |
Front Sports Act Living
December 2024
School of Sport and Exercise Sciences, Liverpool John Moores University, Liverpool, United Kingdom.
It is essential in combat sports such as boxing for athletes to perceive the relevant visual information that enables them to anticipate and respond to their opponent's attacking and defensive moves. Here, we used virtual reality (VR), which enables standardization and reproducibility while maintaining perception-action coupling, to assess the influence of a gaze-contingent blur on the visual processes that underpin these boxing behaviours. Eleven elite French boxers were placed in an immersive and adaptive first-person VR environment where they had to avoid by dodging one or two punches, and then counterattack to strike their opponent.
View Article and Find Full Text PDFKlin Monbl Augenheilkd
January 2025
Augenklinik, Universitätskliniken Köln, Köln, Germany.
Cochrane Database Syst Rev
January 2025
Faculty of Physical Education and Physiotherapy, Rehabilitation Research Group, Vrije Universiteit Brussel, Brussels, Belgium.
Background: Multiple sclerosis (MS) is the most common neurological disease in young adults. Virtual reality (VR) offers a promising rehabilitation tool by providing controllable, personalised environments for safe, adaptable and engaging training. Virtual reality can be tailored to patients' motor and cognitive skills, enhancing motivation through exciting scenarios and feedback.
View Article and Find Full Text PDFPLoS One
December 2024
Department of Civil, Urban, Earth and Environmental Engineering, Ulsan National Institute of Science and Technology, Ulsan, South Korea.
This study explores the perceived walkability of one-way commercial streets by utilizing immersive 360-degree virtual reality (VR) videos. While one-way roads are often introduced to facilitate smooth traffic flow on narrow roads, providing safe and walkable environments for pedestrians on the one-way roads is crucial, especially in commercial areas with heavy pedestrian traffic. We recruited 40 students to assess the perceived walkability of one-way roads based on ten VR scenarios.
View Article and Find Full Text PDFPLoS One
December 2024
Department of Medical Engineering, The 960th Hospital of People's Liberation Army of China (PLA), Jinan, China.
Background: Puncture biopsy is a primary method for obtaining tissue or cell samples from tumors for histopathological diagnosis. However, patients often experience pain, anxiety, and discomfort during the procedure. Virtual reality is a novel technology developed through advancements in computer skill, and it is utilized in healthcare as a cognitive approach to relieve pain and relaxation.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!