Wender Regina, Hoffman Hunter G, Hunner Harley H, Seibel Eric J, Patterson David R, Sharar Sam R
Department of Anesthiology, University of Washington, Seattle, Washington 98195 USA.
J Cyber Ther Rehabil. 2009 Spring;2(1):27-33.
Despite medication with opioids and other powerful pharmacologic pain medications, most patients rate their pain during severe burn wound care as severe to excruciating. Excessive pain is a widespread medical problem in a wide range of patient populations. Immersive virtual reality (VR) distraction may help reduce pain associated with medical procedures. Recent research manipulating immersiveness has shown that a high tech VR helmet reduces pain more effectively than a low tech VR helmet. The present study explores the effect of interactivity on the analgesic effectiveness of virtual reality. Using a double blind design, in the present study, twenty-one volunteers were randomly assigned to one of two groups, and received a thermal pain stimulus during either interactive VR, or during non-interactive VR. Subjects in both groups individually glided through the virtual world, but one group could look around and interact with the environment using the trackball, whereas participants in the other group had no trackball. Afterwards, each participant provided subjective 0-10 ratings of cognitive, sensory and affective components of pain, and the amount of fun during the pain stimulus. Compared to the non-interactive VR group, participants in the interactive VR group showed 75% more reduction in pain unpleasantness (p < .005) and 74% more reduction in worst pain (p < .005). Interactivity increased the analgesic effectiveness of immersive virtual reality.
尽管使用了阿片类药物和其他强效止痛药物进行治疗,但大多数患者在严重烧伤伤口护理期间仍将自己的疼痛评为重度至极痛。过度疼痛是广泛患者群体中普遍存在的医疗问题。沉浸式虚拟现实(VR)分散注意力可能有助于减轻与医疗程序相关的疼痛。最近关于操纵沉浸感的研究表明,高科技VR头盔比低科技VR头盔更有效地减轻疼痛。本研究探讨了交互性对虚拟现实镇痛效果的影响。在本研究中,采用双盲设计,将21名志愿者随机分为两组,分别在交互式VR或非交互式VR期间接受热痛刺激。两组受试者都独自在虚拟世界中滑行,但一组可以环顾四周并使用轨迹球与环境进行交互,而另一组参与者没有轨迹球。之后,每位参与者对疼痛的认知、感觉和情感成分以及疼痛刺激期间的有趣程度进行0至10的主观评分。与非交互式VR组相比,交互式VR组的参与者在疼痛不适感方面减少了75%(p < .005),在最剧烈疼痛方面减少了74%(p < .005)。交互性提高了沉浸式虚拟现实的镇痛效果。