| Literature DB >> 31308733 |
Brian Mallari1, Emily K Spaeth2, Henry Goh3, Benjamin S Boyd4.
Abstract
Background: Previous studies have shown that virtual reality (VR) is effective in reducing acute and chronic pain both in adults and in children. Given the emergence of new VR technology, and the growing body of research surrounding VR and pain management, an updated systematic review is warranted. Purpose: The purpose of this systematic review is to compare the effectiveness of VR in reducing acute and chronic pain in adults. Data Sources: A search was conducted in three databases (PubMed, CINAHL, Trip) using standardized search terms. Study Selection: Twenty experimental and quasi-experimental trials published between January 2007 and December 2018 were included based on prespecified inclusion and exclusion criteria. Pain intensity was the primary outcome. Data Extraction: We extracted data and appraised the quality of articles using either the PEDro or Modified Downs and Black risk of bias tools. Data Synthesis: The majority of studies supported the use of VR to reduce acute pain both during the procedure and immediately after. Numerous studies found VR reduced chronic pain during VR exposure but there is insufficient evidence to support lasting analgesia. There was considerable variability in patient population, pain condition and dosage of VR exposure. Limitations: Due to heterogeneity, we were unable to perform meta-analyses for all study populations and pain conditions. Conclusions: VR is an effective treatment for reducing acute pain. There is some research that suggests VR can reduce chronic pain during the intervention; however, more evidence is needed to conclude that VR is effective for lasting reductions in chronic pain.Entities:
Keywords: acute; adult; analgesia; chronic; pain management; virtual reality
Year: 2019 PMID: 31308733 PMCID: PMC6613199 DOI: 10.2147/JPR.S200498
Source DB: PubMed Journal: J Pain Res ISSN: 1178-7090 Impact factor: 3.133
Figure 1PRISMA flow diagram.
Abbreviation: VR, virtual reality.
Individual study characteristics
| Reference | Study Design | Sample Size | Age of participants (years) | Study Population | Type of Pain Condition | Stage of Pain Condition | Quality Assessment Score | VR Equipment | VR Intervention/Environment | VR Dosage | Comparison Intervention | Main Results | Outcome Measure | Effect Size | 95% CI (lower bounds) | 95% CI (upper bounds) | Statistical Significance |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Carrougher, 2009 | RCT, within subjects cross over design | 39 | Range: 21-57 | Inpatients with a mean total body surface area (TBSA) burn of 18% (range, 3–60%) | BP | Acute | PEDro 6/10 | Head-position tracked, medical care environment-excluding VR helmet with stereophonic sound (Nvis Nvisor). | Patients glided through an icy 3-dimensional canyon with a river and waterfall. They could shoot snowballs (by pressing the spacebar) at snowmen, igloos, and penguins. Contact between the snowball and object or creature elicited a sound, heard only by the patient. | 10 minutes | Same number of repetitions and same exercises performed in the same plane by the same Physical Therapist without VR. Medications provided for both groups as per standard care. | VR reduced GRS scores for worst pain, pain unpleasantness, and time spent thinking about pain, relative to the no VR condition (27, 31, and 37%, respectively). | Worst pain during treatment | 0.54 | 0.31 | 0.77 | 0.004 |
| Maani, 2011 | RCT, within subjects cross over design | 6 | Range: 20-27 | US soldiers burned in combat attacks involving explosive device. Worst pain ≥ 7/10. | BP | Acute | PEDro 7/10 | Voodoo Envy laptop. Participants wore a pair of Rockwell Collins SR-80A VR goggles which blocked patient's view of the real world. The goggles were held in place near the patient's eyes by a custom made robot-like arm goggle holding system. | Patients “looked” around the virtual environment of an icy canyon with an icy river and heard sound effects (i.e. a splash when a snowball hit the river) mixed with background music. They used a mouse to aim snowballs at various creatures. | 6 minutes | Standard care pharmacologies without VR. | Worst pain experienced during the treatment procedure for BP was signifcantly lower during VR compared to the control condition. Time thinking about pain dropped from “most of the time” to “some of the time.” Unpleasantness dropped from “mod” to “mild” and worst pain from “mod” to “mild”. Increased amount of “fun” with VR during wound care. Signficant change in patients with severe pain (≥7/10). | Worst pain during treatment | 1.51 | 0.52 | 2.49 | 0.043 |
| — | 6 | Range: 20-27 | US soldiers burned in combat attacks involving explosive device. Worst pain < 7/10. | — | — | — | — | — | — | No significant changes seen in worst pain reported nor unpleasantness of procedures for patients with mild/mod pain (<7/10). Significant reduction in time thinking about pain and increase in “fun” reported. | Worst pain during treatment | 0.43 | -0.09 | 0.96 | NS | ||
| Morris, 2010 | RCT, within subjects cross over design | 11 | Range: 23-54 | Adult burn patients admitted to the Tygerberg Hospital adult burn unit, South Africa. The median Total Body Surface Area (TBSA) was 15% (range TBSA of 2–55%). | BP | Acute | PEDro 7/10 | Low-cost ASUS F5SL Business Laptop and LOGIC PC ATTACK 3 joystick for input and a HMD (eMagin Z800 3D visor) | Patients played “Walt Disney's Chicken Little” PC game with immersive visual feedback and ability to interact with the game via joystick. | 20 minutes each (VR plus meds or just meds) | Same number of repetitions and same exercises performed in the same plane by the same Physical Therapist without VR. Medications provided for both groups as per standard care. | No significant difference could be detected between the two sessions (p = 0.13; MD = 2.09; 95% CI: -0.67 to 4.85) | Pain during treatment. | unable to calculate | unable to calculate | unable to calculate | unable to calculate |
| Frey, 2018 | RCT, within subjects cross over design | 27 | Range: 19-38 | Eligible patients were otherwise healthy women at ≥32 weeks’ gestation giving birth for the first time and in the first stage of labor with an anticipated vaginal delivery. Subjects were recruited from Michigan Medicine's Von Voigtlander Women's Hospital. | MPRP | Acute | PEDro 6/10 | Samsung Gear VR HMD powered by a Galaxy S7 phone. User input consisted of head tracking and a hand control | Each patient experienced the same scene of curious manatees from the Ocean Rift (www.ocean-rift.com) scuba diving simulation with sounds of manatee calls and breathing underwater. Additional relaxing music was supplied from nighttime sleep by Brain.fm (www.brain.fm). Hand controls simulated taking underwater photos. The participant was observed with VR during unmedicated contractions. | 10 minutes | Unmedicated contractions without VR | The numeric rating scale scores of the primary outcome for worst pain intensity were significantly lower in the VR condition (slope estimate −1.5 [95% CI, −0.8 to −2.2] and standardized mean difference −0.8). | Pain during contractions | unable to calculate | unable to calculate | unable to calculate | unable to calculate |
| Furman, 2009 | Within subjects cross over design (conditions arbitrarily assigned) | 38 | AVG 45.9 (SD 12.6) | Adults with mild, mod, or severe periodontitis who needed scaling and root planning in all four quadrants | MPRP | Acute | MD&B 22/27 | V8 HMD with a Silicon Graphics Octane/MXE workstation with Octane Channel Option | Patients explored a botanical garden in Second Life, a virtual world accessible via the internet, using a handheld mouse. Patients chose their own pathways through the VR environment by controlling the direction of the gaze of the avatar (ex: patients could choose to walk or fly through the garden) | 20 minutes | Control (no distraction). | VR condition resulted in significantly lower reported pain level compared to control condition. | Worst pain during treatment | 1.80 | 1.49 | 2.11 | <0.001 |
| — | — | — | — | — | — | — | — | — | Watching a movie (1st 20mins of Cars movie). | VR condition resulted in significantly lower reported pain level compared to watching movie condition. | Worst pain during treatment | 0.44 | 0.23 | 0.65 | 0.019 | ||
| Guo, 2015 | RCT | 98 | Experimental group: AVG 30.1 (SD 19.5), Control group: AVG 32.1 (SD 17.4) | Patients with hand injury that needed dressing changes. Ages 18-65. Debridement or suturing within 72 hours of injury. | MPRP | Acute | PEDro 7/10 | 3D glasses that had a fullbracketing Ruanjiao streamline design to cover the entire eye socket. Headphones were used for sound output; a mouse was used for input. | Patients were immersed in the 3D film “Afanda,” which depicts a mysterious dream planet Afanda in which users can reach out to touch a graceful scene. | Patients were asked to watch 3D movies for 5 minutes before the dressing change ended. | Conventional dressing repose with no VR. | The VAS score at the end of the dressing change was significantly lower in the experimental group than in the control group (t = -30.792, p<0.001). | Pain immediately after procedure | 1.87 | 1.49 | 2.25 | <0.001 |
| JahaniShoorab, 2015 | RCT | 30 | AVG 24.1 (SD 4.1), range: 18-34 | Iranian primiparous parturient women having labor at Omolbanin Hospital (ages 18-34). | MPRP | Acute | PEDro 6/10 | 3D Blu-ray/DVD player full HD connected to a pair of video glasses (Wrap 920 system, Vuzix factory) which include two miniature LCD viewing screens (for the right and left eyes). Two external headphones were used. Video glasses with audio were worn during episiotomy repair. All repairs were performed by the same expert midwife. | Patients were immersed in the 3D film “IMAX Dolphins and Whales 3D 1080p.” | Average of 11.4 minutes (VR) and 13.6 minutes (control) | Standard episiotomy repair without VR. | A significant difference was found between the groups, based group effect (P=0.038) and different stages (P<0.0001). The pattern of findings, was statistically significant for the pain intensity (group and stages P=0.044). | Pain during procedure (Hymen repair) | 0.74 | 0.43 | 1.04 | 0.038 |
| — | — | — | — | — | — | — | — | — | — | — | Pain during procedure (Skin repair) | 1.00 | 0.65 | 1.36 | 0.038 | ||
| — | — | — | — | — | — | — | — | — | — | — | Pain immediately after procedure | 1.37 | 0.95 | 1.79 | 0.038 | ||
| — | — | — | — | — | — | — | — | — | — | — | Pain 1 hour after procedure | 0.62 | 0.34 | 0.90 | 0.038 | ||
| McSherry, 2018 | RCT, within subjects cross over design | 18 | AVG 38.4 (SD 15.5) | Adults patients undergoing painful wound care procedures for deep or partial thickness burns ≥5% or complex nonburn wounds, such as necrotizing fasciitis or large decubitis ulcers | MPRP | Acute | PEDro 7/10 | NVISINC MX 90 virtual reality goggles and noise-cancelling earphones. | Patients engaged in “Snow World,” a virtual reality environment where the participant is tasked with throwing snowballs at objects by clicking a computer mouse button. Music and sound effects from “Snow World” were used. | Minutes for dressing change with VR was 29.9 ± 12.9. Minutes for dressing change without VR was 30.7 ± 15.1. | Dressing procedure without VR | No significant difference was found in pain reduction scores between the IVR (Immersive Virtual Reality) treatment group and the No IVR treatment group (P>0.05). The IVR treatment lead to reductions in pain of 1.2 ± 2.9, while the No IVR treatment lead to reductions in pain of 0.3±1.7. | Pain immediately after procedure | 0.41 | 0.09 | 0.74 | <0.05 |
| Mosso-Vasquez, 2014 | Quasi-experimental study (no comparison group) | 67 | Not reported | Patients within 24 hours post cadiac surgery (valve replament, revacsulaitzation, stent insertion, tricuspid plasty, communication repair, tricuspid resection). | MPRP | Acute | MD&B 20/27 | HMD | Patients were able to explore five different virtual environments environments developed by Virtual Reality Medical Center in San Diago (cliff, dream castle, enchanted forest, icy cool world, and drive, walk, bike) | 30 minutes | n/a | 59 of 67 patients (88%) reported decreased pain level experienced after VR. Pain intensity was decreased by 3.75 points (likert scale) on average, which corresponds to a change from “severe” to “moderate” or “moderate” to “light.” | Pain immediately after VR. | unable to calculate | unable to calculate | unable to calculate | unable to calculate |
| Walker, 2014 | RCT | 45 | Range: 18-70 | English speaking men referred for flexible cystoscopy. | MPRP | Acute | PEDro 7/10 | Patients used a VR helmet and track ball hand controller as they underwent cystoscopy. | Patients engaged “SnowWorld,” where they were tasked to shoot snowballs at the penguins, robots, and igloos. | During cytoscopy (exact length of time unspecified). | Routine cystocopy, including intraurethral aministration of 2% lidocaine jelly, and the ability to watch their cystocscpy on the monitor, and routine interaction with physican without VR. | None of the measures of pain or anxiety showed improvement in the VR distraction group undergoing flexible cystoscopy (20% power). Additionally, there were no differences in VR post-precedural pain from patients who scored high pre-procedural pain scores (80-100mm). Patients reported not feeling immersed in VR enrionment. | Average pain during procedure | unable to calculate | unable to calculate | unable to calculate | unable to calculate |
| — | — | — | — | — | — | — | — | — | Worst pain during procedure | unable to calculate | unable to calculate | unable to calculate | unable to calculate | ||||
| Jones, 2016 | Quasi-experimental study (no comparison group) | 30 | Range: 18+ | Adults with various chronic pain conditions lasting 1-43 years. | MSKP-NP | Chronic | MD&B 18/27 | Oculus Rift DK2 HMD with headphones and a handheld mouse | Patients engaged in “COOL!,” wherein they are taken through a virtual landscape and can interact with aspects of the landscape by clicking on a mouse to toss orbs or toss fish. When hit, flames will make sounds and change colors. When hit, otters will move about in a playful way and change colors. | 5 minutes | n/a | The average pre-session pain rating for the 30 participants was 5.7. The average pain rating during the VR session was 2.6. The average change in pain rating between pre-session ratings and during-session ratings was –3.1 and resulted in a 60% reduction in pain. A paired | Pain during VR. | unable to calculate | unable to calculate | unable to calculate | unable to calculate |
| — | — | — | — | — | — | — | — | — | — | The average pre-session pain rating for the 30 participants was 5.7. The average post-session pain rating was 4.1. The average change in pain rating between pre-session ratings and post-session ratings was -1.6 and resulted in a 33% reduction in pain. A paired | Pain immediately after VR. | unable to calculate | unable to calculate | unable to calculate | unable to calculate | ||
| Harvie, 2015 | RCT, within subjects cross over design | 24 | AVG 45 | Average 11 years of chronic neck pain and pain with neck rotation, mildy to moderately disabled according to baseline NDI scores. | MSKP | Chronic | PEDro 8/10 | Oculus Rift HMD with headphones Real-world movement was tracked and the fed into the virtual environment in an understaed or overstated form. Participants sat in supportive chairs that prevented trunk movement. | Patients engaged in six scenes including four outdoor scenes (a park, a mountain, a countryside, and church grounds) and two indoor scenes (a dining room and a living room). | Participants rotated their head slowly to left and stop at pain, then right and stop at pain, for all three conditions. | 20% less than (rotation gain = 0.8) actual physical rotation experienced during VR or 20% greater than (rotation gain = 1.2) actual physical rotation. No comparison made to non-VR condition. | Pain-free ROM increased when visual feedback understated true rotation and decreased when visual feedback overstated true rotation (both significant results). No difference in pain intensity between all three conditions with VR (p = 0.6). No comparison made to non-VR condition | Pain during head rotation task | unable to calculate | unable to calculate | unable to calculate | unable to calculate |
| Powell, 2014 | RCT, within subjects cross over design | 19 | AVG 54.8, range: 24-80 | 19 with muscloskeleteal pain in upper or lower limb that compromised walking walking were recruited from the Jewish Rehabilitation Hospital (Laval, Quebec) and theConstance Lethbridge Rehabilitation Centre (Montreal, Quebec). 19 healthy volunteers were recruited from the staff and student body of the Jewish Rehabilitation Hospital, the Constance Lethbridge Rehabilitation Centre, and McGill University (Montreal, Quebec). | MSKP | Chronic | PEDro 5/10 | Patients walked on a self-paced motorized treadmill. The treadmill responded dynamically to the speed of the user in real time. A 3D virtual walkway was created using SoftImage XSI software and displayed on a large screen in front of the treadmill. Patients wore Logitech ClearChat wireless stereo headphones. | A 3D virtual walkway projected 2 parallel rows of vertical columns on either side of the walkway was displayed on the screen. The room was darkened, with the main light source being the display itself. Scene progression and audio feedback of footsteps on a hard surface were synchronized with treadmiill speed. | 12 x 2 minutes on treadmill | No audio; audio 75%, 100% or 125% of cadence. No comparison made to non-VR condition. | No significant changes in pain intensity (p=0.65) between beginning and end of experiment for the pain group. No comparison made to non-VR condition. | Pain immediately after VR. | unable to calculate | unable to calculate | unable to calculate | unable to calculate |
| Sarig Bahat, 2015 | RCT | 32 | VR group: 40.6 (SD 14.2), non-VR group: 41.1 (SD12.6) | Participants were recruited in Brisbane, Australia. Participants were 18 y/o or greater, had neck pain > 3 months, and had an NDI score > 10%. | MSKP | Chronic | PEDro 7/10 | HMD with 3D motion tracker built in (Wrap™ 1200VR by Vuzix) | Patients controlled a virtual pilot flying a red airplane via the patient’s head motions and interacted with targets appearing from four directions (flexion, extension, right rotation, left rotation). | 4-6 sessions for 30 minutes each over a 5 week period. | Kinematic training (KT) without VR. Both groups received KT. | NDI scores improved in both groups, but KT + VR group maintained this improvement at 3-months follow up. Only KT + VR group improved significantly in VAS at post-intervention. | Average Pain immediately after treatment | 0.65 | 0.25 | 1.05 | <0.05 |
| — | — | — | — | — | — | — | — | — | — | — | Average pain (in past week) - 3 months after interventino | 0.51 | 0.14 | 0.88 | NS | ||
| Ichinose, 2017 | Quasi-experimental study (no comparison group) | 9 | Range: 43-64 | Brachial plexus avulsion injury and arm amputation, all patients perceived a phantom upper limb and pathological pain within it. (same sample as Osumi, 2016 plus one additional patient with arm amputation) | NP | Chronic | MD&B 17/27 | Oculus Rift DK2 HMD. Spatial locations and movements of the intact arm and fingers were detected by two kinds of infrared video cameras (Kinect for Windows v2 and Leap Motion). | The virtual reality system would show bilateral limbs by mirroring the intact limb. Patients could have their virtual phantom limb reach for objects by moving their intact arm. When participants “touched” the object with the virtual phantom limb, an auditory ("collision” sound) and tactile (mechanical vibration) stimulus was provided. The vibrator was attached to the patient's cheek on their affected side or to their intact hand, or no vibrator was used. | 15 minutes | n/a | Pain was significantly reduced in the Cheek (P = .004) and Intact Hand (P = .016) conditions. Statistical analyses showed that the pain reduction rates differed between conditions (Friedman test, χ2 = 14.8, P = .0006). The Cheek Condition was significantly higher than in the Intact Hand (P = .018) and No Stimulus (P = .0006) conditions. They calculated an “r values,” which indicate the treatment effect sizes, were 0.68 (Cheek Condition vs No Stimulus Condition), 0.68 (Cheek Condition vs Intact Hand Condition), and 0.26 (Intact Hand Condition vs No Stimulus Condition). | Pain immediately after each VR condition. | unable to calculate | unable to calculate | unable to calculate | unable to calculate |
| Osumi, 2017 | Quasi-experimental study (no comparison group) | 8 | Range: 43-64 | Brachial plexus avulsion injury, all patients perceived a phantom upper limb and pathological pain within it. | NP | Chronic | MD&B 17/27 | Oculus Rift DK2 HMD. Spatial locations and movements of the intact arm and fingers were detected by two kinds of infrared video cameras (Kinect for Windows v2 and Leap Motion). | The virtual reality system would show bilateral limbs by mirroring the intact limb. Patients could have their virtual phantom limb reach for objects by moving their intact arm. When participants “touched” the object with the virtual phantom limb, the object dissapeared with a collision sound. | 10 minutes | n/a | Short-term VR rehabilitation successfully and promptly alleviated phantom limb pain and simultaneously restored voluntary movement representations of a phantom limb. SF-MPQ averaged across all participants significantly decreased (pre 8.3 ± 7.6, post 2.5 ± 3.2, p=0.015). NRS pain scores decreased significantly (pre 5.2 ± 2.4, post 3.0 ± 2.1, p=0.015). | Pain immediately after VR. | 0.98 | 0.29 | 1.66 | 0.02 |
| Wiederhold, 2014 | RCT | 31 | Range: 18-65 | Current noncancer pain for at least 3 months and a daily average pain intensity score of 4. | NP | Chronic | PEDro 5/10 | Delivery of the VR simulation was done with either a traditional HMD or a mobile phone display. A standard flat-panel display was used as a baseline. Half of the chronic pain participants received HMD exposure while the other half was exposed to a mobile device. | During exposure to the simulation patients were instructed to interact with the simulation graphics and explore the virtual worlds. No specifics were given on the exact virtual environment used. | 20 minutes | Control group was described as a “pain focus” condition without VR. | All scales showed a subjective decrease in pain experienced while using both the mobile device and the HMD compared to the “pain focus” control condition. While the HMD was more effective in reducing subjective pain ratings, mobile devices also were able to achieve pain reduction effectively. The Visual Analog Pain Scale decreased when subjects were using the mobile phone pain distraction (mean scoredecreased by 0.58, p < 0.02), while it decreased by an additional 0.445 (p < 0.04) when the HMD was used. | Pain intensity during treatment | unable to calculate | unable to calculate | unable to calculate | unable to calculate |
| Roosink, 2016 | Quasi-experimental study (no comparison group) | 9 | Range: 25-72 | A convenience sample was recruited among the outpatients of the Institut de r'eadaptation en d´eficience physique de Qu´ebec (IRDPQ). Individuals had sustained a traumatic SCI at least 3 months prior to participation, and had a lesion at the level of C4 or lower. | NP | Chronic | MD&B 17/27 | The set-up consisted of an inertial movement sensor, a virtual reality system, two projectors (allowing for 3D vision), and a large silver-coated projection screen. | Patients engaged in a virtual forest path leading to the door of a small cabin (fixed distance) with a horizontal progress bar in the lower left corner of the screen (to provide feedback on the distance covered). Virtual walking consisted of 4 different conditions: forward with avatar, forward with static scene, backward with avatar, backward with static scene. The progress bar was updated in real-time based on right upper arm swing. | 2 sessions 1.5 hours each, performed at least 1 hour apart. | n/a | Neuropathic pain intensity did not significally change during the experiment. Reduced -2 on 0-100 scale and 95% confidence interval included 0 (-6 to 2). | Pain immediately after treatment | unable to calculate | unable to calculate | unable to calculate | unable to calculate |
| Jin, 2016 | RCT, within subjects cross over design | 20 | Range: 30-75 | >18 y/o with diagnosis of chronic pain (diagnosed by pain specialist). Recruited from complex pain clinic in Vancouver. 20% male, 80% female. | UnP | Chronic | PEDro 5/10 | Oculus Rift DK2 HMD with noise-cancelling headphones and a computer mouse. | Patients engaged in the virtual reality game “Cryoslide” where they spent 4 minutes sliding in an icy cave and 6 minutes sliding in an outdoor icy world while throwing snowballs at creatures in the icy environment using a mouse. | 10 minutes | Self-mediated pain control for 10 minutes (engage in activities they normally use to distract from pain such as meditating, reading, etc). | Significant reduced pain intensity in VR group compared to control group during the interventions (36.7% reduction, p < 0.001). | Pain during treatment | unable to calculate | unable to calculate | unable to calculate | unable to calculate |
| — | — | — | — | — | — | — | — | No difference in pain intensity in VR group compared to control group after the interventions (p=0.265). | Pain immediately after treatment (within 10 minutes). | unable to calculate | unable to calculate | unable to calculate | unable to calculate | ||||
| Wiederhold, 2014 | Quasi-experimental study (no randomization reported), within subjects design | 40 | Range: 22-68 | Average daily pain >4/10 for >3 months | UnP | Chronic | MD&B 18/27 | HMD with 3D motion tracker built in (Wrap™ 1200VR by Vuzix) | Patients engaged in pleasant and relaxing scenes such as forests, beaches, and mountains, relaxing music, and soothing effects such as the branches swaying and tall grass moving. | 15 minutes | No distraction, described as a “pain focus” condition without VR. | All particapnts, reported a descrease in pain while in the VE (p<0.05). | Pain intensity after treatment (timing unreported) | unable to calculate | unable to calculate | unable to calculate | unable to calculate |
Note: *P<0.05.
Abbreviations: VR, virtual reality; TBSA, total body surface area; RCT, randomized controlled trial; AVG, average; NDI, neck disability index; BP, burn pain; MPRP, medical-procedure related pain; MSKP, musculoskeletal pain; NP, neuropathic pain; MSKP-NP, musculoskeletal and neuropathic pain; UnP, unspecified pain; MD&B, Modified Downs and Black; NRS, numeric rating scale; SF-MPQ, short-form McGill Pain Questionnaire; KT, kinematic training; IVR, immersive virtual reality; NS, nonsignificant; GRS, graphic rating scale.
Figure 2Effect size of virtual reality of reducing pain intensity durig burn treatments (wound management or remobilization of limbs) compared to medication alone.