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

被引:13
|
作者
Zeroth, Julia A. [1 ]
Dahlquist, Lynnda M. [1 ]
Foxen-Craft, Emily C. [1 ,2 ]
机构
[1] Univ Maryland Baltimore Cty, Dept Psychol, 1000 Hilltop Circle, Baltimore, MD 21250 USA
[2] Univ Michigan, CS Mott Childrens Hosp, Dept Pediat, Ann Arbor, MI 48109 USA
基金
美国国家卫生研究院;
关键词
pain management; distraction; virtual reality; environmental noise; non-pharmacological analgesia; MOUNTED DISPLAY HELMET; COLD PRESSOR PAIN; ATTENTION;
D O I
10.1515/sjpain-2018-0123
中图分类号
R74 [神经病学与精神病学];
学科分类号
摘要
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 headmounted 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 eta(2) = 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 eta(2) = 0.02). Participants rated pain as more intense when experienced with concurrent experimental background noise (p = 0.047, partial eta(2) = 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 eta(2) = 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.
引用
收藏
页码:207 / 217
页数:11
相关论文
共 50 条
  • [11] Scrum VR: Virtual Reality Serious Video Game to Learn Scrum
    Mayor, Jesus
    Lopez-Fernandez, Daniel
    APPLIED SCIENCES-BASEL, 2021, 11 (19):
  • [12] A conversation about video game and virtual reality adaptations of canonical plays
    Bushnell, Rebecca
    Hunter, Elizabeth B.
    Burn, Andrew
    ADAPTATION-THE JOURNAL OF LITERATURE ON SCREEN STUDIES, 2023, : 240 - 247
  • [13] Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact
    GomezRomero-Borquez, Jesus
    Del-Valle-Soto, Carolina
    Del-Puerto-Flores, J. Alberto
    Briseno, Ramon A.
    Varela-Aldas, Jose
    ELECTRONICS, 2024, 13 (09)
  • [14] The Effects of Interaction Fidelity on Game Experience in Virtual Reality
    Shafer, Daniel M.
    PSYCHOLOGY OF POPULAR MEDIA, 2021, 10 (04) : 457 - 466
  • [15] Effects of virtual reality immersion and audiovisual distraction techniques for patients with pruritus
    Leibovici, Vera
    Magora, Florella
    Cohen, Sarale
    Ingber, Arieh
    PAIN RESEARCH & MANAGEMENT, 2009, 14 (04) : 283 - 286
  • [16] Virtual Reality as Distraction Analgesia for Office-Based Procedures: A Randomized Crossover-Controlled Trial
    Gray, Mingyang L.
    Goldrich, David Y.
    McKee, Sean
    Schaberg, Madeleine
    Del Signore, Anthony
    Govindaraj, Satish
    Iloreta, Alfred Marc
    OTOLARYNGOLOGY-HEAD AND NECK SURGERY, 2021, 164 (03) : 580 - 588
  • [17] The Effects of Auditory, Visual, and Cognitive Distractions on Cybersickness in Virtual Reality
    Venkatakrishnan, Rohith
    Venkatakrishnan, Roshan
    Raveendranath, Balagopal
    Sarno, Dawn M.
    Robb, Andrew C.
    Lin, Wen-Chieh
    Babu, Sabarish V.
    IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, 2024, 30 (08) : 5350 - 5369
  • [18] Video-Based Virtual Reality Technology for Autistic Users: An Emerging Technology Report
    Glaser, Noah
    Newbutt, Nigel
    Palmer, Heath
    Schmidt, Matthew
    TECHNOLOGY KNOWLEDGE AND LEARNING, 2023, 28 (02) : 925 - 935
  • [19] Video-Based Virtual Reality Technology for Autistic Users: An Emerging Technology Report
    Noah Glaser
    Nigel Newbutt
    Heath Palmer
    Matthew Schmidt
    Technology, Knowledge and Learning, 2023, 28 : 925 - 935
  • [20] Intelligent Video Surveillance of Tourist Attractions Based on Virtual Reality Technology
    Huang, Jie
    Huang, Anmin
    Wang, Liming
    IEEE ACCESS, 2020, 8 (08) : 159220 - 159233