针对一名患有多处钝器伤的患者,在物理治疗活动度练习期间进行虚拟现实疼痛控制。
Virtual reality pain control during physical therapy range of motion exercises for a patient with multiple blunt force trauma injuries.
作者信息
Hoffman Hunter G, Patterson David R, Soltani Maryam, Teeley Aubriana, Miller William, Sharar Sam R
机构信息
Human Interface Technology Laboratory and Department of Mechanical Engineering, University of Washington, Seattle, Washington 98104, USA.
出版信息
Cyberpsychol Behav. 2009 Feb;12(1):47-9. doi: 10.1089/cpb.2008.0056.
Patients with severe blunt force trauma injuries (e.g., multiple fractures and/or internal injuries) often experience severe to excruciating pain during medical procedures. We explored the adjunctive use of immersive virtual reality (VR) to distract a patient with multiple blunt trauma injuries from his procedural pain during physical therapy. The patient was a 32-year-old male hospitalized after suffering upper and lower extremity injuries when he was hit by a semi truck as a pedestrian. While a nurse assisted the patient's passive range of motion (ROM) leg exercises over two days, the patient spent a total of 10 minutes of physical therapy with no distraction and 10 minutes in VR (within-subjects design, order randomized). Three 0 to 10 graphic-rating-scale pain scores for each of the two treatment conditions served as the primary dependent variables. The patient reported a reduction in pain when distracted with VR. "Pain unpleasantness" ratings during physical therapy dropped from "severe" (mean = 8.5) to "mild/moderate" (4.5). The patient's ROM was 1 degree less during VR on day 1, but the patient achieved 15 degrees greater ROM during VR on day 2. The present study provides preliminary evidence that immersive VR can be an effective adjunctive, nonpharmacologic pain-reduction technique for a patient with multiple blunt trauma injuries experiencing severe pain during physical therapy. The potential utility of VR analgesia for movement or exercise therapy for patients with blunt force trauma injuries should be explored in controlled studies.
患有严重钝器创伤性损伤(如多处骨折和/或内伤)的患者在医疗程序中常经历剧烈至极痛的疼痛。我们探讨了沉浸式虚拟现实(VR)的辅助使用,以分散一名患有多处钝器创伤性损伤的患者在物理治疗过程中的程序性疼痛。该患者为一名32岁男性,作为行人被一辆半挂车撞击后,因上下肢受伤而住院。在一名护士协助患者进行为期两天的被动关节活动度(ROM)腿部锻炼时,患者分别在无分心情况下进行了10分钟的物理治疗,并在VR环境中进行了10分钟的治疗(受试者内设计,顺序随机)。两种治疗条件下的三个0至10的图形评分量表疼痛评分作为主要因变量。患者报告称,在VR分散注意力时疼痛减轻。物理治疗期间的“疼痛不适感”评分从“严重”(平均=8.5)降至“轻度/中度”(4.5)。第1天在VR环境中时患者的关节活动度减少了1度,但第2天在VR环境中时患者的关节活动度增加了15度。本研究提供了初步证据,表明沉浸式VR对于一名在物理治疗期间经历剧痛的多处钝器创伤性损伤患者而言,可能是一种有效的辅助性非药物性疼痛减轻技术。对于钝器创伤性损伤患者,应在对照研究中探索VR镇痛在运动或锻炼治疗中的潜在效用。