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Publicly Available Published by De Gruyter August 5, 2021

Effect of interactive vs. passive virtual reality on pain threshold and tolerance

  • Juliann Saquib EMAIL logo , Haneen A. AlMohaimeed , Sally A. AlOlayan , Nora A. AlRebdi , Jana I. AlBulaihi , Renad A. AlMugbel , Yusra M. AlDughaishm , Hind K. AlBahli and Nazmus Saquib

Abstract

Objectives

Scientific evidence suggests that virtual reality (VR) could potentially help patients tolerate painful medical procedures and conditions. The aim of this study was to evaluate the efficacy of virtual reality on pain tolerance and threshold.

Methods

A within-subjects experimental study design was conducted on 53 female students at Qassim University in Saudi Arabia. Each participant completed three rounds of assessment: one baseline (no VR) and two VR immersion (passive and interactive) in random order sequence. During each round, participants submerged their non-dominant hand into an ice bath; pain threshold and tolerance were measured as outcomes and analyzed using repeated measures ANOVA.

Results

Participants had both higher pain threshold and tolerance during interactive and passive VR rounds in comparison to the non-VR baseline assessment (p<0.05). Participants had greater pain tolerance during the interactive VR condition compared to the passive VR condition (p<0.001).

Conclusions

VR experiences increase pain threshold and tolerance with minimal side effects, and the larger effects were demonstrated using interactive games. Interactive VR gaming should be considered and tested as a treatment for pain.

Introduction

Virtual reality (VR) is a fictional environment that is computer generated but gives the users the experience of being inside another reality. The VR experience has changed dramatically in the past decade and now only requires a small head-mounted device akin to goggles and a computer or smartphone [1]. The hardware has decreased in size, and the software has increased in efficiency, variety, and quality. The largest advances have been in the gaming industry, but there are substantial applications of VR in the field of medicine as well [2].

VR has been used for medical training in surgery and other specialties [3, 4], as well as for treating mental health disorders [5], [6], [7]. Some VR studies have focused on reducing and managing acute and chronic pain [8], [9], [10], [11]. Researchers are optimistic about the clinical applications of VR among patients with burn injuries, fibromyalgia, and phantom limb pain. The overall evidence suggests that VR is a good alternative to current pain treatments (i.e., opioids) since it has fewer side effects and is non-addictive. Some evidence suggests that VR is effective for reducing pain during dental [12, 13] and other medical procedures [8]. Furthermore, studies have shown that using VR for pain management is effective for children and adolescents in procedures like vaccinations, intravenous injections, and wound dressing [14], [15], [16].

Studies among children in laboratory settings have evaluated pain threshold and pain tolerance using VR. The findings show that both the threshold and tolerance can be increased significantly using VR compared to baseline levels [17]. The effectiveness of the VR experience may be associated with the level of distraction. A few studies have tested interactive VR (i.e., an environment where the person should participate in a game) compared to passive VR (i.e., an environment where the person only watches a video) and found that children have a higher threshold and tolerance for pain in the interactive VR compared to the passive VR [18, 19]. This indicates that interactive VR environments are more immersive, which leads to a greater distraction from the pain.

The scientific evidence for VR as a treatment for pain has grown considerably, but there is still substantial work that remains, for example, whether the effect of VR varies in different age groups, by gender, or by gaming experience. Although VR technology is popular worldwide, no studies have been published in the Middle East region. The objective of the current study was to evaluate the efficacy of virtual reality on pain threshold and tolerance levels and to compare the effect of interactive VR vs. passive VR among young adult women. Furthermore, we measured heart rate before and after each round of VR to determine whether any changes occurred because of the stimulation.

Methods

Study design

A within-subjects experimental study design was used to evaluate the effect of VR on the response to pain stimuli. The study was conducted at Qassim University’s female campus in Saudi Arabia in 2019 and was approved by the Subcommittee of Health Research Ethics, Deanship of Scientific Research at Qassim University.

Sample and sample size

The study included 53 female university students. The students were screened and excluded for the following conditions: migraine, neurological disorders, impaired vision, epilepsy, or motion sickness. Each participant signed an informed consent before enrollment. Exact estimates of effect size were unavailable; therefore, we calculated the required sample size based upon the assumption of a ‘medium’ effect size. Power analysis for three measurements, a power of 0.80, an alpha level of 0.05, and a medium effect size (F=0.25) was performed in G*Power [20]. G*Power is a free downloadable software; the user specifies the desired test and the input parameters (mentioned above), and the software will calculate the output parameters, including the required sample size and exact level of power. The minimum sample size required was 28. To ensure accurate estimates, we enrolled 53 participants [21].

Virtual reality equipment and conditions

The equipment used to administer the VR experience included the Acer Nitro 5 Gaming Laptop, Intel Core i5-7300HQ, GeForce GTX 1050 Ti, 15.6″ Full HD, 8 GB DDR4, 256 GB SSD, AN515-51-55WL and Oculus Rift + Touch Virtual Reality System. The VR headset was placed on the participant’s head for two rounds of assessment: VR interactive and VR passive. The interactive round included a game entitled ‘Summer Fun Land Maze Manor,’ which required the participant to solve a puzzle. The passive round included a video entitled ‘Epic Roller Coaster,’ which depicted a roller coaster ride with a 360° view of the environment. The passive game could be described as watching only and did not require any interaction by the participant.

Data collection

Participants completed a brief interview about demographic information, health status, and previous use of VR. Each participant completed a baseline assessment followed by two VR conditions: VR interactive condition and VR passive condition. To eliminate any order effects, the interactive and passive conditions were given in random order sequence, which had been established prior to the fieldwork using computer-generated sequencing. For the baseline assessment, each participant submerged her non-dominant hand into an ice bath at 5 °C (±1.5 °C) without wearing the VR headset. The ice bath was approximately 2 L in size and did not circulate. It contained a thermometer for continuous monitoring, and the temperature was maintained by either adding or removing chunks of ice. The participant’s hand did not touch any part of the container. The researcher started the timer when the hand entered the ice bath. When the participant gave the first verbal indication of pain, such as saying “Ah” or telling the researcher that the pain had started, the threshold time was recorded. The participant kept her hand in the ice bath and the timer continued. Tolerance was recorded at the point when the participant removed her hand from the ice bath. Once removed, the participant placed her hand in a warm heater for 30–45 s in order to normalize the hand temperature. There was a 5 min rest period between assessment rounds.

For the VR rounds, the participant wore the VR headset and received brief instructions to the game. The participant started the game, and after 30 s of playing, the participant’s non-dominant hand was submerged into the ice bath by the researcher. The same protocol as the baseline round was followed (i.e., threshold = first indication of pain; tolerance = removal of the hand from the ice bath). Heart rate was assessed with a finger monitor before and after the baseline assessment as well as after each of the VR rounds. Once the participant completed all the VR rounds, the researchers conducted a brief interview inquiring how immersed the participant felt during the VR (rated on 10-point scale), whether any side effects occurred, whether it was comfortable (rated on 10-point scale), and whether she would be interested in using it again in the future (yes/no). All assessments were completed in a single session that took approximately 20 min.

Data analysis

Descriptive statistics were used to characterize the data on demographic characteristics, VR experience, VR immersion, and VR comfortability (all collected before and/or after the experiment). Repeated measures ANOVA (within the general linear model command in SPSS) were conducted to evaluate pain threshold, pain tolerance, and heart rate. Overall F-tests indicated the significance for the comparison across baseline, VR interactive condition, and VR passive condition. Post-hoc analysis indicated the level of significance for the individual comparisons between conditions.

Results

The participants included 53 female university students with a mean age of 20 years (standard deviation = 1.2). The majority of the participants (94%) were right-handed, while only 6% were left-handed. More than half of the participants (68%) had no previous experience with VR.

There was a significant difference across conditions for pain threshold (F1.4, 74.4=12.5, p<0.001). According to the post-hoc analysis, participants had a significantly higher average pain threshold in the VR interactive condition and the VR passive condition compared to the baseline (Interactive vs. baseline: 46.1 s, p<0.001; Passive vs. baseline: 30.5 s, p<0.001) (Table 1). However, the difference in threshold between the interactive and passive conditions was not significant (Interactive: 64.7 s vs. Passive: 49.2 s, p=0.165).

Table 1:

Repeated measures ANOVA for the effects of VR on threshold, tolerance, and heart rate during ice bath trials among female university students (n=53).

Outcome F-test Post hoc, p-Value
Threshold F (1.4, 74.4)=12.5
 Interactive VR vs. Passive VR 0.17
 Passive VR vs. No VR <0.001
 Interactive VR vs. No VR <0.001
Tolerance F (1.6, 83.8)=27.5
 Interactive VR vs. Passive VR 0.014
 Passive VR vs. No VR <0.001
 Interactive VR vs. No VR <0.001
Heart rate F (1.8, 95.9)=0.13
 Interactive VR vs. Passive VR 0.65
 Passive VR vs. No VR 0.71
 Interactive VR vs. No VR 0.89

There was a significant difference across conditions for pain tolerance (F1.6, 83.8=27.5, p<0.001). According to the post-hoc analysis, participants had a significantly higher average pain tolerance in the interactive condition and the passive condition compared to the baseline (Interactive vs. baseline: 99.8 s, p<0.001; Passive vs. baseline: 62.5 s, p<0.001) (Table 1). Furthermore, participants had a significantly higher average pain tolerance in the interactive condition than in the passive condition (Interactive vs. passive: 37.3 s, p=0.014) (Figure 1).

Figure 1: 
          The effect of VR on threshold, tolerance, and heart rate during ice bath trials among female university students (n=53).
Figure 1:

The effect of VR on threshold, tolerance, and heart rate during ice bath trials among female university students (n=53).

There were no significant changes in average heart rate between the baseline and the VR conditions (Baseline: 86.0 beats/min). Furthermore, there were no significant differences in heart rate between the interactive and the passive conditions (Interactive: 85.8 beats/min vs. Passive: 86.6 beats/min) (Figure 1).

A minority of the participants experienced side effects from the VR experience. Dizziness (22.6%), headache (9.4%), and nausea (5.7%) were reported as side effects. Participants rated both immersion and comfortability of the VR highly. The mean scores were 8.7 (SD=1.60) and 8.9 (1.59) for immersion and comfortability, respectively. The majority (94%) of participants reported that they would be interested in using VR again in the future.

Discussion

The study showed that participants have a higher pain threshold and tolerance during both (interactive and passive) VR conditions compared to the non-VR baseline condition. Furthermore, participants were able to tolerate the pain sensation about three times longer during the interactive VR condition, which required the participant to interact with the game, than during the passive VR condition, when they only watched and explored the VR surroundings. In addition, the study showed that neither interactive nor passive VR had an impact on heart rate. Finally, participants rated the VR experience as immersive and comfortable.

Interactive vs. passive VR

The finding that interactive VR conditions resulted in longer times for pain tolerance supports earlier studies’ findings [17, 18, 22, 23]. For the most part, the argument has been made that interactive VR conditions require the participant to engage with the game, which results in a more distracted state of mind. In the case of pain sensation, pain requires a person’s attention, and therefore by distracting the person’s attention, one can reduce the pain sensation. However, there are competing theories about the mechanism by which interactive VR is more effective than passive VR. In a recent review, Gupta et al. proposed that there are neurophysiologic mechanisms at work, and this theory has been supported by studies using VR and biofeedback in combination [24], [25], [26]. The question is whether the ability to manage pain can extend beyond the period that the person is wearing the VR device. If pain reduction only occurs in that fixed period, then the mechanism is likely distraction, but if the patient learns a skill during the VR exposure that he/she can employ beyond that VR experience to manage pain, then perhaps a new mechanism can be proposed.

Users’ experience

The overall results showed minimal side effects when using VR. The side effects noted were temporary dizziness and motion sickness. Earlier studies also showed that VR-based gaming provided an analgesic effect with minimal side effects [27]. Considering the benefits of pain tolerance, VR is potentially a more suitable analgesic for painful medical procedures than pharmaceutical interventions. Furthermore, the participants gave high ratings for their level of immersion as well as the comfortability of the headset. Comfortability has improved over time as the equipment has decreased in size and weight, and studies have reflected this through participant reports. This only bolsters the adaptability and potential application of VR both medically and non-medically.

Study strengths and limitations

The study strengths included using an experimental design in controlled conditions as well as using an objective assessment of pain tolerance (i.e., when the participant removed her hand from the water bath). However, the assessment for pain threshold may have been subject to bias because the participant had to verbally indicate to the researcher when the pain sensation began. The study was sufficiently powered, and the study sample size was comparable to those in earlier studies. The participants were female university students, which provided evidence of the VR effect in an adult population. However, the generalizability of study findings may be limited because the study did not include male participants. The university setting at Qassim University is segregated by gender, so it was not feasible for the female research team to recruit male participants.

Conclusions

Interactive VR was significantly more effective at increasing pain tolerance compared to passive VR. Participants reported that VR was comfortable and that they experienced minimal side effects. Future studies could potentially evaluate more classifications in the types of games available in order to determine which are most effective as well as suitable to the target audience (children vs. adults). VR technology has many potential medical applications for both acute and chronic pain management.


Corresponding author: Juliann Saquib, PhD, Assistant Professor, Department of Clinical Sciences, College of Medicine, Sulaiman Al Rajhi University, PO Box 777, Bukayriyah, Al-Qassim51941, Saudi Arabia, Phone: +00966 50 713 6832, Fax: +00966 16 316 9090, E-mail:
Juliann Saquib and Haneen A. AlMohaimeed have made equal contribution.

Acknowledgments

The authors thank Erin Strotheide for her editorial contributions to this manuscript.

  1. Research funding: Authors state no funding was involved.

  2. Author contributions: HAA and JS designed the study and wrote the protocol. SAA, NAA, JIA, RAA, YMA, HKA and HAA recruited participants and conducted the experiment. JS and NS analyzed the data and drafted the manuscript. All co-authors were involved with writing and editing the manuscript, have accepted responsibility for the entire content of this manuscript, and have approved its submission.

  3. Competing interests: The authors declare no competing interests.

  4. Informed consent: Informed consent has been obtained from all individuals included in this study.

  5. Ethical approval: Research involving human subjects complied with all relevant national regulations, institutional policies and is in accordance with the tenets of the Helsinki Declaration (as amended in 2013) and has been approved by the Subcommittee of Health Research Ethics, Deanship of Scientific Research at Qassim University (REC#: 1440/2/16).

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Received: 2021-03-03
Accepted: 2021-07-13
Published Online: 2021-08-05
Published in Print: 2022-01-27

© 2021 Walter de Gruyter GmbH, Berlin/Boston

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