A Virtual Reality Game for Chronic Pain Management: A
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Added on 2022/10/14
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A Virtual Reality Game for Chronic Pain Management: A Randomized, Controlled Clinical Study. Abstract. The use of virtual reality in the medical field has proven successful in reducing acute pain but its effects on chronic pain are unknown. This study focuses on a VR game,Cryoslidewhich analyzes the pain intensity of 20 patients with chronic pain. Introduction. Patients suffering from short span pains, examples: dental procedures, wound dressing and physical therapy have been positively impacted by VR applications. Chronic pain is persistent pain that arises from changes in the Central Nervous System. An estimated 105.6 million people from North America and Canada suffer from chronic pain which proves hard to manage as it has extreme side effects like physical dependence and drug addiction. Chronic pain shows major differences amongst people who experience it but the findings of the effects of VR on acute pain shows it can be used as a chronic pain management mechanism due to its ‘painkilling’ properties. 2. Methods and Materials. 2.1 Virtual Reality Game Design. Cryoslideuses pain distraction techniques involving 4 minutes of sliding in icy caves and 6 minutes of outdoor sliding. Players throws snowballs at the 4 characters which include: Booshis which fly and bring about milestones, Moths: which fly in patterns hence impacting keenness, miniature neuron trees which chase the player and the Adult neuron trees which chase the player unless hit by snowballs in quick successions. Cryoslidehas the ‘n-back task’ that earns the player points for recognizing and throwing snowballs at recurrent visual patterns. 2.2 User Study of Chronic Pain Patients in Clinical Settings. The study involved patients between the ages of 30-74, and conducted in Vancouver. Patients who suffered motion sickness or pain around the HMD contact areas were disqualified. Visual Analogue Scales captured data on pain intensity while Intro Questionnaires collected baseline data. Participants playedCryoslidefor 10 minutes using Oculus Rift DK2 and noise-cancelling headphones or engaged in self mediating activities for 10 minutes. Post-intervention questionnaires collected pain intensity data presently and during the game.
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3. Findings and Conclusion. Small differences between pain intensities between the two groups after the activities were observed. During the intervention, VR participants had a higher pain reduction percentage as compared to those who self mediated. Although pain management did not last beyond the VR session, we can conclude that virtual reality is important in the chronic pain management field.