CI

At a glance

ClinicalIndex Comparison Record
N/ACompleted· 185 enrolled
Drug / intervention
VR/AR +1 moredevice
Likely dose
Not stated in record
Structured eligibility isn't available for this trial yet — see the full criteria in the Eligibility tab below.

Standardized by ClinicalIndex from the ClinicalTrials.gov record · verify against the source.

Search/NCT04196686
NCT04196686N/ACompleted

Evaluating the Effectiveness of Immersive Technologies, Virtual Reality and Augmented Reality, to Increase Pain Threshold During Ice Immersion.

Stanford University·interventional·Posted Dec 12, 2019·Updated Mar 25, 2022

In Brief

A clinical study evaluating VR/AR and Ice Bath for Pain, Neuropathic and Pain, Acute. Completed, enrolled 185 participants across 1 site.

Detailed Summary

The purpose of this study is to evaluate the effectiveness of different technologies, Virtual Reality and Augmented Reality with modifications as passive content, active content, cognitive load modulation, and positive encouragement coaching to increase the pain threshold as assessed by immersing a hand in ice water.

Study Details

Study Typeinterventional
Allocation--
Masking--
Primary Purpose--
CountriesUnited States
Collaborators--

Timeline

N/ACompletedFinished
2020202120222023202420252026
First PostedDec 12, 2019
Enrollment StartJul 24, 2019
Primary CompletionMar 4, 2021
TodayJul 2, 2026
Enrollment to primary: 1.6 yearsPosted 6.6 years ago

Interventions

VR/ARdevice

VR/AR headset with either passive or active content such as playing a game or watching a movie

Ice Bathother

Participants immerse hand in ice bath and starting again with their original assigned group and keep hand submerged as long as they can withstand the cold or until 4 minutes have elapsed, whichever comes first. Participants will not be told of the specifics of the time limit, to avoid competitiveness and expectations and will be asked for pain scores every 30 seconds.