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Clinical Trial Details — Status: Recruiting

Administrative data

NCT number NCT02995434
Other study ID # H16-01510
Secondary ID
Status Recruiting
Phase N/A
First received
Last updated
Start date July 31, 2017
Est. completion date June 30, 2023

Study information

Verified date November 2022
Source University of British Columbia
Contact Crystal Sun, MPH
Phone 6048227679
Email Crystal.Sun@ubc.ca
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

This study seeks to explore the efficacy of immersive multimedia experiences as a practical adjunctive therapeutic intervention in the self-management of the chronic pain associated with cancer patients. A comparative controlled interventional trial and qualitative interpretative-descriptive exploration will be undertaken with 100 cancer patients who are experiencing chronic pain. Participants will be randomly assigned to either a virtual reality (VR) therapy group or a 2D computer based multimedia control group (50 subjects in each). They will undertake either a series of VR interventions, or 2D computer based multimedia control sessions in their own homes over a period of a month. The intervention will be used daily for a month to enable customization to the therapy and record data over a long enough period of time to account for any individual short-term changes in pain. The VR sessions will consist of using a VR head mounted display (HMD) and computer to explore interactive immersive environments. The control group will be exposed to similar 2D computer based multimedia experiences (without a VR headset) that on home computers. Pre, during, and post pain test scores and quality of sleep assessments will be recorded using standardized tools. In addition to the primary study, a sub-study will be conducted where ten of the subjects who demonstrated the most improvement in their pain using the VR experience will be selected and invited to explore for any measurable changes in neurological activity using pre and post exposure electroencephalography (EEG).


Description:

This study seeks to explore the efficacy of an immersive multimedia experience as a practical therapeutic intervention in the self-management of the chronic pain associated with cancer patients. This work will inform further clinical studies and future research into the potential uses of immersive multimedia in the treatment of cancer associated pain. Furthermore, it will help identify optimal immersive multimedia environments for use in chronic pain applications, practical determinants for implementation of immersive multimedia for wider practice, and will provide a better theoretical understanding of the mechanisms whereby immersive multimedia works in chronic pain. JUSTIFICATION Cancer survivorship refers to individuals who have remained cancer free for a minimum of 5 years. Due to developments and greater outcomes associated with cancer therapy and management, the number of individuals who survive cancer has risen considerably over the past decade. Currently, 65% of adults and 80% of children can be expected to live at least 5 years post cancer diagnosis. However, for some, survivorship is associated with debilitating chronic pain which impacts negatively on quality of life. Reviews have suggested that up to 40% of individuals have survived cancer remain with cancer related chronic pain. With rapidly emerging immersive multimedia technologies and clinical work in this field, it would appear that immersive multimedia may have significant potential for use as an adjunctive therapeutic measure for pain control. However, there has been little work done to establish the potential use of immersive multimedia in the management of chronic cancer pain to date, as most work on immersive multimedia for pain management has focused on acute pain via distraction. Several researchers have recommended the investigation of immersive multimedia for chronic, long term pain, and the research team completed a pilot study in 2015 to establish best methods and approaches for using immersive multimedia in chronic pain conditions. OBJECTIVES To determine if immersive multimedia therapy is effective as an adjunctive intervention in the management of chronic pain in cancer patients? 1. Can exposure to a immersive multimedia environment as an adjunctive pain-relieving measure provide a pain-reducing experience for for chronic cancer pain patients? 2. How long (if at all) do any therapeutic effects of immersive multimedia last after exposure in chronic cancer pain patients? 3. Are there any significant side effects of immersive multimedia exposure for chronic cancer pain patients? 4. Do any identifiable neurological changes occur on EEG pre and post immersive multimedia exposure? RESEARCH METHODS A longitudinal mixed-methods study to evaluate the impact of immersive multimedia for chronic pain in cancer patients is proposed which will consist of a comparative controlled interventional trial and qualitative interpretative-descriptive exploration. 1. Interventional Trial (Quantitative): Participants will be randomly assigned to either a VR therapy group or the control group (50 subjects in each). They will undertake either a series of immersive VR interventions, or control sessions (using 2D multimedia on personal computers) in their own homes over a period of a month. To ensure the multi-dimensional aspects of chronic pain experienced by individuals are measured adequately, pain assessment tools have been selected that will address different aspects of each participant's' chronic pain and functional capacity. To measure the impact of VR on each participant's pain intensity, the Visual Analog Scale will be used during the VR and control experiences, pre and post exposure and at 10 minute intervals. In order to measure the change in pain during the therapy experience, and overall sleep quality, at the end of each week, participants will also be asked to complete post-intervention questionnaires: Health Survey (Short-Form 12), McGill Pain Questionnaire, the Pittsburgh Sleep Quality Index, and also a brief Virtual Reality Immersion Tool (to assess how immersive they found the experience that week). 2. Interpretive Description Study (Qualitative): A Qualitative Interpretative-Descriptive exploration will be undertaken alongside the trial to allow for a more open exploration of participants experiences and to further understanding of the perceptions associated with the use of immersive multimedia and any impact upon their chronic pain. An interpretative description (ID) approach will be used for this aspect of the study. This methodology allows for an inductive descriptive analysis of the phenomena, and was chosen as it is ideal for small scale studies, allowing for generation of themes, patterns and theory associated with the patient's experience. Following the completion of the clinical trial all participants will be sent an exploratory questionnaire to discover their perceptions of immersive multimedia and its value (if any) in the control of their chronic pain. In this questionnaire they will also be invited to participate in one of two focus group interviews. Data from this will be analyzed and used to support purposeful sampling of individuals to take part in the following focus-group interviews, to include those subjects with a range of diverse opinions and ideas. As themes and categories emerge from the data the researchers will seek to adapt the focus-group interview sample with the purpose of strengthening the emerging theory and patterns by including individuals who will help further define the characteristics of these themes and categories. Data Analysis Quantitative Data: Descriptive and inferential statistical analysis will be performed on the pain scores. For face-value quantitative indicators of potential effects univariate descriptive statistics will be employed. Data will be analyzed for central tendency, dispersion (standard deviation, interquartile range), skewness and kurtosis using SPSS statistical analysis software to establish distribution and variance. Likewise, quantitative data from the questionnaires will be analysed in this fashion. Data will be explored for differences in the pain scales for the VR group and the control group at each time point to analyze for any indications of changes immediately following the experience using Linear Mixed Effects Modelling using SPSS software. Qualitative Data: The focus-group interviews will be audiotaped. The questionnaire open text results and transcriptions of focus groups will be recorded into NVivo 11.0 qualitative data analysis software and read, re-read and coded for thematic elements by the PIs.


Recruitment information / eligibility

Status Recruiting
Enrollment 100
Est. completion date June 30, 2023
Est. primary completion date December 31, 2022
Accepts healthy volunteers Accepts Healthy Volunteers
Gender All
Age group 16 Years and older
Eligibility Inclusion Criteria: - Age 16 or older - Previous or current medical diagnosis of cancer - Previous or current treatment by chemotherapy, radiotherapy, hormonal - Currently an outpatient (not hospitalized) - Chronic pain sufferer (suffering ongoing daily pain for 3 months or more with a Neuropathic Rating Pain Scale score of 4 or more) - Able to understand the English language, and read and write English - Have normal stereoscopic (binocular) vision - Able to easily move your head up, down, left and right and wear a headset - Have fine motor control in one hand sufficient to operate a joystick/control - Have space at home for a computer and monitor equipment Exclusion Criteria: - Cognitive impairment/inability to control a basic computer VR interface, or complete questionnaires - Receiving regular non-pharmacological pain relieving adjunct therapies for the management of chronic pain - Susceptibility to motion sickness/cyber-sickness - Susceptibility to claustrophobia (fear of confined places) - History of susceptibility to seizures

Study Design


Related Conditions & MeSH terms


Intervention

Device:
Virtual Reality Headset
The following VR experiences will be used: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ Carpe Lucem: http://store.steampowered.com/app/433700/Carpe_Lucem__Seize_The_Light_VR/
Other:
2D PC
The control group will be exposed to 2D equivalent versions of the same multimedia experiences but on their PC screen (without the VR headset use). These will be functionally similar to the VR experiences. These will include: Virtual Meditative Walk: http://painstudieslab.com/projects/virtual-meditative-walk/ Wildflowers: https://appadvice.com/app/wildflowers-mindfulness/988835763 Obduction: http://obduction.com/ The Witness: http://store.steampowered.com/app/210970/

Locations

Country Name City State
Canada Simon Fraser University - School of Interactive Arts and Technology Surrey British Columbia
Canada BC Cancer Vancouver British Columbia
Canada University of British Columbia - School of Nursing Vancouver British Columbia

Sponsors (4)

Lead Sponsor Collaborator
University of British Columbia Fraser Health, Lotte & John Hecht Memorial Foundation, Simon Fraser University

Country where clinical trial is conducted

Canada, 

Outcome

Type Measure Description Time frame Safety issue
Other Experience of using VR A questionnaire as well as a focus group interview will be conducted one month after participants' VR session. Questions will focus on their experience of using VR (i.e., positives for using VR, negatives for using VR, would they use this therapy or not in the future etc.) One month after VR session
Other Immersion/Presence Questionnaire A questionnaire will be conducted for each environment the participant uses during the 4-week interval. Questions will focus on the whether the participant found the environment to be immersive, whether they felt 'present' in the experience, and additional comments on the sound, visual, and overall feelings about the environment used of the week. After using each environment for a week.
Primary Change in Visual Analog Score for Pain Use of the visual analog score for pain experience. Subjects will be asked about their pain intensity prior to the start of the VR session and asked for their pain intensity right after each VR session (recall for during the VR session and post VR session) Right before VR session and right after VR session
Secondary Neuronal Activity through EEG waveforms Observe change in neuronal activity in the brain before and after a 30min VR session using EEG. Before and after 30mins of VR session
Secondary McGill Pain Questionnaire The McGill Pain Questionnaire is used to monitor the pain over time for participants in the study for any significant changes in pain during the intervention over the 4 weeks interval. Before the start of the weekly VR session and after the weekly VR session for a period of 4 weeks
Secondary Pittsburgh Sleep Quality Index The Pittsburgh Sleep Quality Index (PSQI) is a self-rated questionnaire which assesses sleep quality and disturbances over the 4 weeks interval. Before the start of the weekly VR session and after the weekly VR session for a period of 4 weeks
Secondary 12 Item Short Form Health Survey (SF-12) The SF-12 is used to assess the impact of health on an individual's everyday life over the 4 weeks interval. Before the start of the weekly VR session and after the weekly VR session for a period of 4 weeks
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