Leung Rachel Yim Fong, Ye Megan Zichen, Zhang Flora Yaqian, Kwok Tyrone Tai-On, Sun Yuying, Lai Agnes Yuen Kwan, Jiang Juming, Tse Mimi Mun Yee
School of Nursing and Health Sciences, Hong Kong Metropolitan University, 11th Floor, Jockey Club Institute of Healthcare, 1 Sheung Shing Street, Homantin, Kowloon, Hong Kong, 852, China, 852 39702944.
JMIR Form Res. 2025 Aug 18;9:e67765. doi: 10.2196/67765.
Older adults may experience chronic pain as they age, which can affect their physical and psychological well-being. Virtual reality (VR) is emerging as a novel and nonpharmacological intervention that offers pain relief and mood enhancement through immersive experiences. However, the feasibility and effectiveness of using nonlocalized and commercial VR applications for chronic pain relief and mood enhancement among community-dwelling older adults remain underexplored.
The main objectives of this study were to (1) evaluate the feasibility of using commercial-off-the-shelf VR applications for managing chronic pain among older adults, (2) assess the efficacy of VR in alleviating chronic pain, and (3) examine its impact on the well-being of older adults in a community setting.
The study was a single-arm mixed methods pilot study. It was divided into two stages, including preparation and implementation. A total of 13 older adults (8 with chronic pain and 5 without) were recruited to participate in a 3-week VR intervention. Participants engaged in VR sessions that followed a step-by-step adaptation process. Each session included 360-degree relaxation videos and VR-based boxing exercises via Les Mills BODYCOMBAT, lasting 15 minutes. Pain intensity, pain self-efficacy, well-being, and mood were measured pre- and post-intervention using the Numeric Pain Rating Scale (NPRS), a pain self-efficacy question, the World Health Organization-Five Well-Being Index (WHO-5), and the Mood Assessment Scale (Mood). VR feasibility was evaluated based on completion rates, adverse outcomes, and qualitative feedback from semistructured interviews.
Of the 13 participants recruited, 11 completed the intervention (84.6% completion rate). The mean age was 79.2 (SD 9.2) years. The study found a statistically significant 16.32% improvement in the mean mood score, with a mean increase of 2.64 (SD 1.45) points and a large effect size (P<.001; Cohen d=1.82). The median pain self-efficacy score decreased from 3.0 (IQR 1.5-3.0) to 1.0 (IQR 1.0-2.0) (z=-2.236; P=.03). However, no significant changes were observed in pain intensity or overall well-being. The study demonstrated the high feasibility of commercial-off-the-shelf VR technology for older adults. Minor adverse effects were reported, including back pain and headset discomfort. In addition, 90.9% of participants enjoyed the VR experience, and all were willing to join future sessions.
The pilot study demonstrated that commercial-off-the-shelf VR applications can effectively enhance mood and pain self-efficacy. Additional procedures, such as prebriefing, real-time interpretation, and a gradual adaptation process, were essential to overcoming barriers such as language, cultural nuances, and the digital literacy of older adults. Despite the lack of significant changes in pain intensity or overall well-being, the psychological benefits suggest that VR could be a valuable adjunct tool in chronic pain management. Future research should focus on larger sample sizes, longer intervention durations, randomized controlled trials, and the development of localized commercial VR applications to further explore their efficacy.
随着年龄增长,老年人可能会经历慢性疼痛,这会影响他们的身心健康。虚拟现实(VR)作为一种新型非药物干预手段,正通过沉浸式体验提供疼痛缓解和情绪改善。然而,在社区居住的老年人中,使用非本地化的商业VR应用来缓解慢性疼痛和改善情绪的可行性和有效性仍未得到充分探索。
本研究的主要目的是:(1)评估使用现成商业VR应用管理老年人慢性疼痛的可行性;(2)评估VR缓解慢性疼痛的疗效;(3)考察其在社区环境中对老年人幸福感的影响。
本研究是一项单臂混合方法试点研究。分为准备和实施两个阶段。共招募了13名老年人(8名患有慢性疼痛,5名无慢性疼痛)参与为期3周的VR干预。参与者进行了逐步适应过程的VR课程。每次课程包括360度放松视频和通过莱美搏击操进行的基于VR的拳击练习,持续15分钟。在干预前后使用数字疼痛评分量表(NPRS)、疼痛自我效能量表、世界卫生组织五福指数(WHO-5)和情绪评估量表(Mood)测量疼痛强度、疼痛自我效能、幸福感和情绪。基于完成率、不良结果以及半结构化访谈的定性反馈评估VR的可行性。
在招募的13名参与者中,11名完成了干预(完成率84.6%)。平均年龄为79.2(标准差9.2)岁。研究发现平均情绪得分有统计学意义的16.32%的改善,平均增加2.64(标准差1.45)分,效应量较大(P<0.001;Cohen d=1.82)。疼痛自我效能得分中位数从3.0(四分位间距1.5 - 3.0)降至1.0(四分位间距1.0 - 2.0)(z=-2.236;P=0.03)。然而,疼痛强度或总体幸福感未观察到显著变化。该研究证明了现成商业VR技术对老年人具有高度可行性。报告了轻微的不良反应,包括背痛和头戴设备不适。此外,90.9%的参与者喜欢VR体验,并且都愿意参加未来的课程。
试点研究表明,现成商业VR应用可以有效改善情绪和疼痛自我效能。额外的程序,如预介绍、实时解读和逐步适应过程对于克服语言、文化细微差别和老年人数字素养等障碍至关重要。尽管疼痛强度或总体幸福感没有显著变化,但心理益处表明VR可能是慢性疼痛管理中有价值的辅助工具。未来研究应侧重于更大样本量、更长干预持续时间、随机对照试验以及开发本地化商业VR应用,以进一步探索其疗效。