2018
DOI: 10.1037/rep0000239
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Virtual reality analgesia for burn joint flexibility: A randomized controlled trial.

Abstract: Objective: We conducted a randomized controlled study to determine the effects of virtual reality (VR) distraction on pain and range of motion (ROM) in patients hospitalized for burn care during active physical therapy exercises. Method: Thirty-nine participants aged 15 to 66 (M = 36) years with significant burn injuries (mean burn size 14% TBSA) participated. Under therapist supervision, using a within-subjects design, participants performed unassisted active ROM exercises both with and without VR distracti… Show more

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Cited by 38 publications
(42 citation statements)
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“…Virtual Reality (VR) is showing promise as an innovative distraction technique for pain management among children undergoing medical procedures (Hoffman, 1998; Hoffman et al, 2000a; Bailey and Bailenson, 2017; Atzori et al, 2018b,c). VR reduces the cognitive component of pain (time spent thinking about pain), but also reduces the affective component (pain unpleasantness) and the sensory component (worst pain), as consistently shown in studies with adult and pediatric participants with burn injuries (Hoffman, 1998; Hoffman et al, 2000a,b, 2011; Atzori et al, 2018a; Soltani et al, 2018). Unlike traditional distractions, VR allows the user to be immersed in a computer-generated environment, wearing a Head Mounted Display (HMD), or similar goggles, that occlude the patient’s view of the hospital treatment room and blocks sounds of the real environment (Hoffman, 2004).…”
Section: Introductionmentioning
confidence: 65%
“…Virtual Reality (VR) is showing promise as an innovative distraction technique for pain management among children undergoing medical procedures (Hoffman, 1998; Hoffman et al, 2000a; Bailey and Bailenson, 2017; Atzori et al, 2018b,c). VR reduces the cognitive component of pain (time spent thinking about pain), but also reduces the affective component (pain unpleasantness) and the sensory component (worst pain), as consistently shown in studies with adult and pediatric participants with burn injuries (Hoffman, 1998; Hoffman et al, 2000a,b, 2011; Atzori et al, 2018a; Soltani et al, 2018). Unlike traditional distractions, VR allows the user to be immersed in a computer-generated environment, wearing a Head Mounted Display (HMD), or similar goggles, that occlude the patient’s view of the hospital treatment room and blocks sounds of the real environment (Hoffman, 2004).…”
Section: Introductionmentioning
confidence: 65%
“…While the use of immersive VR for the management of acute pain conditions has been relatively well-established (e.g., Schmitt et al, 2011;Soltani et al, 2018), the evidence to support the use of VR in chronic pain is less conclusive. While much preliminary and proof-of-concept research shows promise (e.g., Harvie et al, 2015;Matamala-Gomez et al, 2018;Stanton et al, 2018), rigorous randomized controlled trials with larger samples are required for a consistent demonstration that chronic pain treatment in virtual environments is superior to conventional treatments (Crosbie et al, 2007;Boesch et al, 2015), and many such trials are already in development.…”
Section: Introductionmentioning
confidence: 99%
“…There has been considerable research on the analgesic benefits of digital playing for cancer pain (170,171), burn victims (172)(173)(174), pediatric patients (171,175) and amputees (176), albeit mostly targeting younger players. In pain management, the focus of playing such games is typically on patient education, distraction, or self-management-for example, evoking analgesia through active engagement with VR or digital games (170,171,176,177).…”
Section: Gamesmentioning
confidence: 99%