Tashjian Vartan C, Mosadeghi Sasan, Howard Amber R, Lopez Mayra, Dupuy Taylor, Reid Mark, Martinez Bibiana, Ahmed Shahzad, Dailey Francis, Robbins Karen, Rosen Bradley, Fuller Garth, Danovitch Itai, IsHak Waguih, Spiegel Brennan
Cedars-Sinai Medical Center, Health Services Research, Los Angeles,CA, CA, United States.
JMIR Ment Health. 2017 Mar 29;4(1):e9. doi: 10.2196/mental.7387.
Improvements in software and design and reduction in cost have made virtual reality (VR) a practical tool for immersive, three-dimensional (3D), multisensory experiences that distract patients from painful stimuli.
The objective of the study was to measure the impact of a onetime 3D VR intervention versus a two-dimensional (2D) distraction video for pain in hospitalized patients.
We conducted a comparative cohort study in a large, urban teaching hospital in medical inpatients with an average pain score of ≥3/10 from any cause. Patients with nausea, vomiting, dementia, motion sickness, stroke, seizure, and epilepsy and those placed in isolation were excluded. Patients in the intervention cohort viewed a 3D VR experience designed to reduce pain using the Samsung Gear Oculus VR headset; control patients viewed a high-definition, 2D nature video on a 14-inch bedside screen. Pre- and postintervention pain scores were recorded. Difference-in-difference scores and the proportion achieving a half standard deviation pain response were compared between groups.
There were 50 subjects per cohort (N=100). The mean pain reduction in the VR cohort was greater than in controls (-1.3 vs -0.6 points, respectively; P=.008). A total of 35 (65%) patients in the VR cohort achieved a pain response versus 40% of controls (P=.01; number needed to treat=4). No adverse events were reported from VR.
Use of VR in hospitalized patients significantly reduces pain versus a control distraction condition. These results indicate that VR is an effective and safe adjunctive therapy for pain management in the acute inpatient setting; future randomized trials should confirm benefit with different visualizations and exposure periods.
Clinicaltrials.gov NCT02456987; https://clinicaltrials.gov/ct2/show/NCT02456987 (Archived by WebCite at http://www.webcitation.org/6pJ1P644S).
软件和设计的改进以及成本的降低使虚拟现实(VR)成为一种实用工具,可提供沉浸式三维(3D)多感官体验,分散患者对疼痛刺激的注意力。
本研究的目的是测量一次性3D VR干预与二维(2D)分心视频对住院患者疼痛的影响。
我们在一家大型城市教学医院对因任何原因平均疼痛评分≥3/10的内科住院患者进行了一项比较队列研究。排除有恶心、呕吐、痴呆、晕动病、中风、癫痫发作和癫痫的患者以及被隔离的患者。干预队列中的患者使用三星Gear Oculus VR头戴式设备观看旨在减轻疼痛的3D VR体验;对照组患者在14英寸床边屏幕上观看高清2D自然视频。记录干预前后的疼痛评分。比较两组之间的差分分数和达到半标准差疼痛反应的比例。
每个队列有50名受试者(N = 100)。VR队列中的平均疼痛减轻程度大于对照组(分别为-1.3分和-0.6分;P = 0.008)。VR队列中共有35名(65%)患者出现疼痛反应,而对照组为40%(P = 0.01;治疗所需人数 = 4)。VR未报告不良事件。
与对照分心情况相比,住院患者使用VR可显著减轻疼痛。这些结果表明,VR是急性住院环境中疼痛管理的一种有效且安全的辅助治疗方法;未来的随机试验应证实不同可视化和暴露时间的益处。
Clinicaltrials.gov NCT02456987;https://clinicaltrials.gov/ct2/show/NCT02456987(由WebCite存档于http://www.webcitation.org/6pJ1P644S)