The effects of auditory background noise and virtual reality technology on video game distraction analgesia

2019 ◽  
Vol 19 (1) ◽  
pp. 207-217 ◽  
Author(s):  
Julia A. Zeroth ◽  
Lynnda M. Dahlquist ◽  
Emily C. Foxen-Craft

Abstract Background and aims The present study was designed to evaluate the relative efficacy of two video game display modalities – virtual reality (VR) assisted video game distraction, in which the game is presented via a VR head-mounted display (HMD) helmet, versus standard video game distraction, in which the game is projected on a television – and to determine whether environmental context (quiet versus noisy) moderates the relative efficacy of the two display modalities in reducing cold pressor pain in healthy college students. Methods Undergraduate students (n=164) were stratified by sex and self-reported video game skill and were randomly assigned to a quiet or a noisy environment. Participants then underwent three cold pressor trials consisting of one baseline followed by two distraction trials differing in display modality (i.e. VR-assisted or standard distraction) in counter-balanced order. Results Participants experienced improvement in pain tolerance from baseline to distraction in both display modality conditions (p<0.001, partial η2=0.41), and there was a trend toward greater improvement in pain tolerance from baseline to distraction when using the VR HMD helmet than during standard video game distraction (p=0.057, partial η2=0.02). Participants rated pain as more intense when experienced with concurrent experimental background noise (p=0.047, partial η2=0.02). Pain tolerance was not influenced by the presence or absence of background noise, and there was not a significant interaction between display modality and noise condition. Though exploratory sex analyses demonstrated a significant three-way interaction between noise condition, sex, and display modality on pain intensity (p=0.040, partial η2=0.040), follow-up post-hoc analyses conducted for males and females separately did not reveal significant differences in pain intensity based on the interaction between noise condition and display modality. Conclusions As expected, video game distraction both with and without an HMD helmet increased pain tolerance; however, the two display modalities only marginally differed in efficacy within the population under study. The effect of auditory background noise on pain was mixed; while pain tolerance did not vary as a function of the presence or absence of background noise, the addition of noise increased pain intensity ratings. The interaction between participant sex, noise condition, and distraction modality on pain intensity trended toward significance but would require replication in future research. Implications Results suggest that video game distraction via HMD helmet may be superior to standard video game distraction for increasing pain tolerance, though further research is required to replicate the trending findings observed in this study. Though it does not appear that background noise significantly impacted the relative efficacy of the two different video game display modalities, the presence of noise does appear to alter the pain response through amplified pain intensity ratings. Further research utilizing more sophisticated VR technology and clinically relevant background auditory stimuli is necessary in order to better understand the impact of these findings in real-world settings and to test the clinical utility of VR technology for pain management relative to standard video game distraction.

2016 ◽  
Vol 3 (3) ◽  
pp. 150567 ◽  
Author(s):  
Sarah Johnson ◽  
Matthew Coxon

Virtual reality (VR) technology may serve as an effective non-pharmacological analgesic to aid pain management. During VR distraction, the individual is immersed in a game presented through a head-mounted display (HMD). The technological level of the HMD can vary, as can the use of different input devices and the inclusion of sound. While more technologically advanced designs may lead to more effective pain management the specific roles of individual components within such systems are not yet fully understood. Here, the role of supplementary auditory information was explored owing to its particular ecological relevance. Healthy adult participants took part in a series of cold-pressor trials submerging their hand in cold water for as long as possible. Individual pain tolerances were measured according to the time (in seconds) before the participant withdrew their hand. The concurrent use of a VR game and the inclusion of sound was varied systematically within participants. In keeping with previous literature, the use of a VR game increased pain tolerance across conditions. Highest pain tolerance was recorded when participants were simultaneously exposed to both the VR game and supplementary sound. The simultaneous inclusion of sound may therefore play an important role when designing VR to manage pain.


2014 ◽  
Vol 12 (4) ◽  
pp. 41-52 ◽  
Author(s):  
Marcin Czub ◽  
Joanna Piskorz ◽  
Mateusz Misiewicz ◽  
Paweł Hodowaniec ◽  
Małgorzata Mrula ◽  
...  

Abstract Virtual Reality (VR) technology can be applied during pain treatment, acting as an effective distractor from pain stimuli. In our paper we investigate how memory influences experienced intensity of thermal pain stimuli. An experiment (within subject design) was conducted on 35 students from various Wroclaw universities. A cold pressor test was used for pain stimulation. Participants were immersed in customized virtual environments, created for this particular study. The environments differed at the level of memory engagement while playing a game. Pain measures were determined by the length of time participants kept their hands in cold water (pain tolerance), and their pain rating intensity was measured on the VAS scale (pain intensity). Participants were asked to put their hand in a container with cold water and keep it there until the pain became difficult to bear. In both VR conditions participants kept their hands in the cold water significantly longer than in a non-VR (control) condition. Results of pain intensity measures were in conclusive. We did not find any significant differences in effectiveness in the virtual environments that were used.


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


2017 ◽  
Vol 11 (1) ◽  
pp. 1-11
Author(s):  
Jacob Miguel Vigil ◽  
Patrick Coulombe ◽  
Lauren Nikki Rowell ◽  
Chance Strenth ◽  
Eric Kruger ◽  
...  

The current study examines how subjective pain reporting is influenced by the concordant and discordant nature of the ethnic identities of pain expressers (participants) and pain assessors (experimenters). Three discomfort conditions that varied in stimuli intensity (Study 1: mild pain; Study 2: severe pain), and distraction components (Study 3) were used to assess whether pain intensity and tolerance reporting differ with the ethnic identification of the participant and the experimenter. Specifically, 87 Hispanic and 74 Non-Hispanic White (NHW) women (18–51 yrs., Mage = 20.0, SD = 4.3) underwent a cold pressor pain task (CPT) after engaging in minimal procedural interactions with one of the 22 research experimenters (47% Hispanic, 42% females). The procedural interactions with the experimenters included only consenting and instructions, with no interaction between experimenter and participant during the actual CPT. Random-effects models showed that between the 0% and 18% of the variance in pain sensitivity (intensity and tolerance scores) was attributable to characteristics of the experimenters. Controlling for self-esteem, baseline pain levels, and the gender of the experimenter, Hispanic subjects showed higher pain sensitivity (as marked by lower pain tolerance and higher pain intensity scores) following interactions with an NHW rather than a Hispanic experimenter in response to the most severe pain intensity stimuli. These results question the validity of common findings of ethnic differences in pain sensitivity from studies that have not accounted for the ethnic identity of the pain assessor (and the general communicative nature of pain reporting).


2020 ◽  
Vol 27 (3) ◽  
pp. 257-273 ◽  
Author(s):  
Priska Breves

Video games are one of the most popular media forms in today's society, but are often criticized for various reasons. For instance, mainstream video games do not incorporate enough racially diverse game characters or are often connected to adolescents’ levels of aggression and have thus been the focus of many debates. While the negative consequences of video games have been analyzed by many academic studies, research on the prosocial effects of video games is scarce. To address this research gap and support the ongoing call for more diverse video game characters, this study used a 3 × 1 between-subjects design ( N = 86) to test the impact of racially diverse non-playable characters (NPCs). The parasocial contact hypothesis was used as the theoretical foundation, incorporating virtual reality technology as an intensifier of effects. The results showed that helping a Black NPC did not reduce implicit bias, but reduced explicit bias towards Black people. This improvement was stronger when the video game was played using virtual reality technology than when using a traditional two-dimensional gaming device.


2020 ◽  
Vol 12 (6) ◽  
pp. 33-47
Author(s):  
YOSHIHARA Tsuyoshi ◽  
FUJITA Satoshi

In this paper, we propose a method to realize a virtual reality MMOG (Massively Multiplayer Online Video Game) with ultra-low latency. The basic idea of the proposed method is to introduce a layer consisting of several fog nodes between clients and cloud server to offload a part of the rendering task which is conducted by the cloud server in conventional cloud games. We examine three techniques to reduce the latency in such a fog-assisted cloud game: 1) To maintain the consistency of the virtual game space, collision detection of virtual objects is conducted by the cloud server in a centralized manner; 2) To reflect subtle changes of the line of sight to the 3D game view, each client is assigned to a fog node and the head motion of the player acquired through HMD (Head-Mounted Display) is directly sent to the corresponding fog node; and 3) To offload a part of the rendering task, we separate the rendering of the background view from that of the foreground view, and migrate the former to other nodes including the cloud server. The performance of the proposed method is evaluated by experiments with an AWS-based prototype system. It is confirmed that the proposed techniques achieve the latency of 32.3 ms, which is 66 % faster than the conventional systems.


2021 ◽  
Author(s):  
Jonathan Kelly ◽  
Lucia Cherep ◽  
Alex Lim ◽  
Taylor Doty ◽  
Stephen B. Gilbert

The number of people who own a virtual reality (VR) head-mounted display (HMD) has reached a point where researchers can readily recruit HMD owners to participate remotely using their own equipment. However, HMD owners recruited online may differ from the university community members who typically participate in VR research. HMD owners (n=220) and non-owners (n=282) were recruited through two online work sites---Amazon's Mechanical Turk and Prolific---and an undergraduate participant pool. Participants completed a survey in which they provided demographic information and completed measures of HMD use, video game use, spatial ability, and motion sickness susceptibility. In the context of the populations sampled, the results provide 1) a characterization of HMD owners, 2) a snapshot of the most commonly owned HMDs, 3) a comparison between HMD owners and non-owners, and 4) a comparison among online workers and undergraduates. Significant gender differences were found: men reported lower motion sickness susceptibility and more video game hours than women, and men outperformed women on spatial tasks. Men comprised a greater proportion of HMD owners than non-owners, but after accounting for this imbalance, HMD owners did not differ appreciably from non-owners. Comparing across recruitment platform, male undergraduates outperformed male online workers on spatial tests, and female undergraduates played fewer video game hours than female online workers. The data removal rate was higher from Amazon compared to Prolific, possibly reflecting greater dishonesty. These results provide a description of HMD users that can inform researchers recruiting remote participants through online work sites. These results also signal a need for caution when comparing in-person VR research that primarily enrolls undergraduates to online VR research that enrolls online workers.


BMJ Open ◽  
2020 ◽  
Vol 10 (12) ◽  
pp. e040295
Author(s):  
Vanessa A Olbrecht ◽  
Sara E Williams ◽  
Keith T O’Conor ◽  
Chloe O Boehmer ◽  
Gilbert W Marchant ◽  
...  

IntroductionVirtual reality (VR) offers an innovative method to deliver non-pharmacological pain management. Distraction-based VR (VR-D) using immersive games to redirect attention has shown short-term pain reductions in various settings. To create lasting pain reduction, VR-based strategies must go beyond distraction. Guided relaxation-based VR (VR-GR) integrates pain-relieving mind–body based guided relaxation with VR, a novel therapy delivery mechanism. The primary aim of this study is to assess the impact of daily VR-GR, VR-D and 360 video (passive control) on pain intensity. We will also assess the impact of these interventions on pain unpleasantness, anxiety and opioid and benzodiazepine consumption. The secondary aim of this study will assess the impact of psychological factors (anxiety sensitivity and pain catastrophising) on pain following VR.Methods and analysisThis is a single centre, prospective, randomised, clinical trial. Ninety children/adolescents, aged 8–18 years, presenting for Nuss repair of pectus excavatum will be randomised to 1 of 3 study arms (VR-GR, VR-D and 360 video). Patients will use the Starlight Xperience (Google Daydream) VR suite for 10 min. Patients randomised to VR-GR (n=30) will engage in guided relaxation/mindfulness with the Aurora application. Patients randomised to VR-D (n=30) will play 1 of 3 distraction-based games, and those randomised to the 360 video (n=30) will watch the Aurora application without audio instructions or sound. Primary outcome is pain intensity. Secondary outcomes include pain unpleasantness, anxiety and opioid and benzodiazepine consumption.Ethics and disseminationThis study follows Standard Protocol Items: Recommendations for Interventional Trials guidelines. The protocol was approved by the Cincinnati Children’s Hospital Medical Center’s institutional review board. Patient recruitment began in July 2020. Written informed consent will be obtained for all participants. All information acquired will be disseminated via scientific meetings and published in peer-reviewed journals.Trial registration numberNCT04351776.


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