Virtual Reality for SCD VOC (RELIEVE-SCD)
Randomized EvaLuation of ImmErsive Virtual Experiences in Sickle Cell Disease (RELIEVE-SCD)
調査の概要
状態
条件
詳細な説明
Vaso-occlusive crisis is a common and debilitating complication of sickle cell disease and is a frequent reason for treatment in acute care settings, including infusion centers and emergency departments. Opioid analgesics remain the mainstay of treatment for acute vaso-occlusive pain, but many patients continue to experience substantial pain, distress, and functional impairment despite standard therapy. Scalable, low-risk, non-pharmacologic adjuncts are needed to improve pain management during acute vaso-occlusive episodes.
Virtual reality is a promising non-pharmacologic approach to pain management that may reduce pain through immersive distraction, modulation of attention, and enhanced patient engagement. Prior studies suggest that virtual reality may reduce acute and chronic pain in some clinical settings, but the effect may vary by population and condition. Limited data are available regarding the use of virtual reality for acute vaso-occlusive pain in adults with sickle cell disease. This study is designed to evaluate the feasibility, tolerability, and preliminary analgesic effect of headset-based visual and audio interventions during infusion center treatment of vaso-occlusive crisis.
This is a randomized, controlled, two-period crossover pilot study using a balanced incomplete block design. Participants will be enrolled during routine outpatient sickle cell disease clinic visits when they are clinically stable and not experiencing an acute vaso-occlusive crisis. After enrollment, participants will be eligible to receive study interventions during future qualifying infusion center visits for vaso-occlusive pain occurring within the study follow-up window. At each qualifying visit, study staff will confirm continued eligibility, medical appropriateness, and the participant's willingness to proceed before delivering the assigned intervention.
Each participant will be randomized to receive two of three headset-based intervention conditions across two separate qualifying infusion center visits. The three conditions are: sham 2D headset control, consisting of non-interactive 2D visual content displayed on a fixed virtual screen with standardized audio; passive immersive 3D virtual reality, consisting of 360-degree or 3D immersive visual content with standardized audio without controller-based interaction; and active immersive interactive 3D virtual reality, consisting of immersive interactive virtual reality content with standardized audio and low-motion, seated controller-based interaction. Each intervention session is planned to last 45 minutes and will be delivered in addition to usual clinical care for vaso-occlusive crisis.
Randomization will assign each participant to one of three possible intervention pairs: sham 2D plus passive 3D virtual reality, sham 2D plus active interactive 3D virtual reality, or passive 3D virtual reality plus active interactive 3D virtual reality. Within each pair, the order of interventions will be randomized to balance period and sequence effects. Participants and study staff will not be blinded to the intervention condition because the interventions are perceptible; however, use of a headset-based control condition and standardized scripts is intended to reduce differences in attention and expectancy across conditions.
The primary outcome is pain burden during the first 60 minutes after intervention start, measured as area under the curve of 0-10 numeric rating scale pain scores. Pain scores will be collected before the intervention and at 15, 30, 45, and 60 minutes after intervention start. Secondary and exploratory outcomes include pain at 120 minutes, change in pain from baseline to 120 minutes, opioid administration summarized as morphine milligram equivalents, need for rescue analgesia, feasibility of intervention delivery, session completion, missing pain assessments, early discontinuation, headset-related symptoms, perceived immersion, and participant-reported likelihood of using the intervention again during future vaso-occlusive crisis treatment.
The study will enroll an anticipated convenience sample of approximately 20 to 25 participants based on the expected eligible infusion center population during the study period. The primary purpose of this pilot study is to estimate feasibility, tolerability, effect size, and variability to inform the design of a future larger efficacy trial.
研究の種類
入学 (推定)
段階
- 適用できない
連絡先と場所
研究連絡先
- 名前:Soowon Lee, MSPH
- 電話番号:254-400-4894
- メール:Soowon.Lee@som.umaryland.edu
研究連絡先のバックアップ
- 名前:Rose Corcoran
- 電話番号:2407439858
- メール:rose.corcoran@som.umaryland.edu
研究場所
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Maryland
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Baltimore、Maryland、アメリカ、21230
- University of Maryland Medical Center, Stoler Infusion Center
-
コンタクト:
- R. Gentry Wilkerson, MD
- 電話番号:410-328-4237
- メール:GWilkerson@som.umaryland.edu
-
-
参加基準
適格基準
就学可能な年齢
- 大人
- 高齢者
健康ボランティアの受け入れ
説明
Inclusion Criteria:
- Adult (age ≥ 18 years) patients
- History of sickle cell disease
- Treatment plan by clinical care team includes the use of intravenous opioids to -treat acute pain.
- Receiving treatment from the Stoler Infusion center
Exclusion Criteria:
- Prior enrollment in this study
- Presenting with a chief complaint suggestive of a complicated crisis (such as concern for acute chest syndrome, splenic sequestration, hepatic sequestration, pulmonary embolism) as determined by the clinical care provider
- Not being treated with intravenous opioids for the vaso-occlusive crisis
- Patients who lack the capacity to provide informed consent
- Medical history of seizures or known intolerance to virtual reality devices
- In the opinion of the investigator and based on chart review and direct questioning of the patient, there are preexisting disabilities like vision and hearing defects that preclude the use of a head mounted virtual reality device.
- Known to be pregnant
- Incarcerated at the time of evaluation
- Over the age of 89 years old
研究計画
研究はどのように設計されていますか?
デザインの詳細
- 主な目的:処理
- 割り当て:ランダム化
- 介入モデル:クロスオーバー割り当て
- マスキング:なし(オープンラベル)
武器と介入
参加者グループ / アーム |
介入・治療 |
|---|---|
|
実験的:Sham 2D, then Passive 3D VR
Participants randomized to this sequence will receive the sham 2D headset control condition during the first qualifying vaso-occlusive crisis infusion center visit and the passive immersive 3D virtual reality condition during the second qualifying vaso-occlusive crisis infusion center visit.
The sham 2D condition consists of non-interactive 2D visual content displayed on a fixed virtual screen with standardized audio.
The passive immersive 3D virtual reality condition consists of 360-degree or 3D immersive visual content with standardized audio, allowing participants to look around without controller-based interaction.
|
The sham 2D headset control condition consists of non-interactive two-dimensional visual content displayed on a fixed virtual screen using the Meta Quest headset platform.
Standardized audio will be provided during the session.
Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.
This condition is intended to serve as a headset-based control while maintaining similar attention and device exposure across study conditions.
The passive immersive 3D virtual reality condition consists of 360-degree or three-dimensional immersive visual content delivered using the Meta Quest headset platform with standardized audio.
Participants may look around within the virtual environment but will not interact with the content using controllers.
Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.
|
|
実験的:Passive 3D VR → Sham 2D
Participants randomized to this sequence will receive the passive immersive 3D virtual reality condition during the first qualifying vaso-occlusive crisis infusion center visit and the sham 2D headset control condition during the second qualifying vaso-occlusive crisis infusion center visit.
The passive immersive 3D virtual reality condition consists of 360-degree or 3D immersive visual content with standardized audio, allowing participants to look around without controller-based interaction.
The sham 2D condition consists of non-interactive 2D visual content displayed on a fixed virtual screen with standardized audio.
|
The sham 2D headset control condition consists of non-interactive two-dimensional visual content displayed on a fixed virtual screen using the Meta Quest headset platform.
Standardized audio will be provided during the session.
Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.
This condition is intended to serve as a headset-based control while maintaining similar attention and device exposure across study conditions.
The passive immersive 3D virtual reality condition consists of 360-degree or three-dimensional immersive visual content delivered using the Meta Quest headset platform with standardized audio.
Participants may look around within the virtual environment but will not interact with the content using controllers.
Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.
|
|
実験的:Sham 2D → Active 3D VR
Participants randomized to this sequence will receive the sham 2D headset control condition during the first qualifying vaso-occlusive crisis infusion center visit and the active immersive interactive 3D virtual reality condition during the second qualifying vaso-occlusive crisis infusion center visit.
The sham 2D condition consists of non-interactive 2D visual content displayed on a fixed virtual screen with standardized audio.
The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content with standardized audio, using low-motion, seated modules with controller-based interaction.
|
The sham 2D headset control condition consists of non-interactive two-dimensional visual content displayed on a fixed virtual screen using the Meta Quest headset platform.
Standardized audio will be provided during the session.
Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.
This condition is intended to serve as a headset-based control while maintaining similar attention and device exposure across study conditions.
The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content delivered using the Meta Quest headset platform with standardized audio.
Participants will interact with the virtual environment using controllers while completing low-motion, seated modules.
Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.
|
|
実験的:Active 3D VR → Sham 2D
Participants randomized to this sequence will receive the active immersive interactive 3D virtual reality condition during the first qualifying vaso-occlusive crisis infusion center visit and the sham 2D headset control condition during the second qualifying vaso-occlusive crisis infusion center visit.
The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content with standardized audio, using low-motion, seated modules with controller-based interaction.
The sham 2D condition consists of non-interactive 2D visual content displayed on a fixed virtual screen with standardized audio.
|
The sham 2D headset control condition consists of non-interactive two-dimensional visual content displayed on a fixed virtual screen using the Meta Quest headset platform.
Standardized audio will be provided during the session.
Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.
This condition is intended to serve as a headset-based control while maintaining similar attention and device exposure across study conditions.
The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content delivered using the Meta Quest headset platform with standardized audio.
Participants will interact with the virtual environment using controllers while completing low-motion, seated modules.
Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.
|
|
実験的:Passive 3D VR → Active 3D VR
Participants randomized to this sequence will receive the passive immersive 3D virtual reality condition during the first qualifying vaso-occlusive crisis infusion center visit and the active immersive interactive 3D virtual reality condition during the second qualifying vaso-occlusive crisis infusion center visit.
The passive immersive 3D virtual reality condition consists of 360-degree or 3D immersive visual content with standardized audio, allowing participants to look around without controller-based interaction.
The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content with standardized audio, using low-motion, seated modules with controller-based interaction.
|
The passive immersive 3D virtual reality condition consists of 360-degree or three-dimensional immersive visual content delivered using the Meta Quest headset platform with standardized audio.
Participants may look around within the virtual environment but will not interact with the content using controllers.
Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.
The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content delivered using the Meta Quest headset platform with standardized audio.
Participants will interact with the virtual environment using controllers while completing low-motion, seated modules.
Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.
|
|
実験的:Active 3D VR → Passive 3D VR
Participants randomized to this sequence will receive the active immersive interactive 3D virtual reality condition during the first qualifying vaso-occlusive crisis infusion center visit and the passive immersive 3D virtual reality condition during the second qualifying vaso-occlusive crisis infusion center visit.
The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content with standardized audio, using low-motion, seated modules with controller-based interaction.
The passive immersive 3D virtual reality condition consists of 360-degree or 3D immersive visual content with standardized audio, allowing participants to look around without controller-based interaction.
|
The passive immersive 3D virtual reality condition consists of 360-degree or three-dimensional immersive visual content delivered using the Meta Quest headset platform with standardized audio.
Participants may look around within the virtual environment but will not interact with the content using controllers.
Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.
The active immersive interactive 3D virtual reality condition consists of immersive interactive virtual reality content delivered using the Meta Quest headset platform with standardized audio.
Participants will interact with the virtual environment using controllers while completing low-motion, seated modules.
Participants will wear the headset for a planned 45-minute session during a qualifying vaso-occlusive crisis infusion center visit.
|
この研究は何を測定していますか?
主要な結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
|---|---|---|
|
Pain burden during the first 60 minutes after intervention start
時間枠:60 minutes ± 10 minutes
|
Pain burden will be measured as the area under the curve from 0 to 60 minutes of participant-reported pain scores using an 11-point Numeric Rating Scale, where 0 indicates no pain and 10 indicates the worst possible pain.
Pain scores will be collected at baseline before intervention start and at 15, 30, 45, and 60 minutes after intervention start.
Area under the curve will be calculated using the trapezoidal rule with actual recorded assessment times.
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60 minutes ± 10 minutes
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二次結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
|---|---|---|
|
Pain at 120 minutes after intervention start (Durability of effect)
時間枠:120 minutes
|
Pain durability will be assessed using participant-reported pain scores at 120 minutes after intervention start and change in pain score from baseline to 120 minutes.
Pain will be measured using an 11-point Numeric Rating Scale, where 0 indicates no pain and 10 indicates the worst possible pain.
The 120-minute pain assessment will be considered valid if obtained within the prespecified window of 100 to 140 minutes after intervention start.
If the participant leaves the infusion center before this window, study staff will attempt to obtain an end-of-encounter pain score with the time recorded.
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120 minutes
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Participant-Reported Immersion Rating Immediately After Headset Session
時間枠:Immediately after headset session completion or early discontinuation
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Perceived immersion will be assessed immediately after headset session completion or early discontinuation using a single participant-reported 0 to 10 rating scale in response to the question, "How immersive did the experience feel?"
A score of 0 indicates not immersive at all, and a score of 10 indicates extremely immersive.
Higher scores indicate greater perceived immersion.
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Immediately after headset session completion or early discontinuation
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Participant-Reported Likelihood of Future Use Rating Immediately After Headset Session
時間枠:Immediately after headset session completion or early discontinuation
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Acceptability will be assessed immediately after headset session completion or early discontinuation using a single participant-reported 0 to 10 rating scale in response to the question, "If available during future vaso-occlusive crisis treatment, how likely would you be to use this again?"
A score of 0 indicates not at all likely, and a score of 10 indicates extremely likely.
Higher scores indicate greater likelihood of future use.
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Immediately after headset session completion or early discontinuation
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Opioid consumption during the first 60 minutes after intervention start
時間枠:0 to 60 minutes after intervention start
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Opioid analgesic administration will be recorded from the medical record and summarized as morphine milligram equivalents during the first 60 minutes after intervention start.
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0 to 60 minutes after intervention start
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Opioid consumption during the first 120 minutes after intervention start
時間枠:0 to 120 minutes after intervention start
|
Opioid analgesic administration will be recorded from the medical record and summarized as morphine milligram equivalents during the first 120 minutes after intervention start.
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0 to 120 minutes after intervention start
|
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Headset session completion
時間枠:During the 45-minute headset session
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The proportion of initiated headset sessions completed without early discontinuation will be assessed for each intervention condition.
Early discontinuation and the reason for discontinuation, including adverse symptoms, clinical interruption, or participant request, will be recorded.
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During the 45-minute headset session
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Number of Headset Sessions With Any Headset-Related Adverse Symptom
時間枠:From intervention start through immediately after headset session completion or early discontinuation, up to 45 minutes after intervention start
|
The number of initiated headset sessions in which the participant reports any headset-related adverse symptom will be recorded for each intervention condition.
Headset-related adverse symptoms include nausea, dizziness, headache, eye strain, anxiety, panic, psychological distress, or other symptoms attributed to headset use.
This outcome will be reported as a single count of sessions with one or more headset-related adverse symptoms.
|
From intervention start through immediately after headset session completion or early discontinuation, up to 45 minutes after intervention start
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Completion of both assigned intervention periods
時間枠:From enrollment through 6 months after enrollment
|
The proportion of enrolled participants who complete both assigned headset intervention periods within the study follow-up window will be assessed.
|
From enrollment through 6 months after enrollment
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協力者と研究者
捜査官
- 主任研究者:Richard G Wilkerson, MD、Unversity of Maryland School of Medicine
出版物と役立つリンク
一般刊行物
- Williams H, Tanabe P. Sickle Cell Disease: A Review of Nonpharmacological Approaches for Pain. J Pain Symptom Manage. 2016 Feb;51(2):163-77. doi: 10.1016/j.jpainsymman.2015.10.017. Epub 2015 Nov 17.
- Agrawal AK, Robertson S, Litwin L, Tringale E, Treadwell M, Hoppe C, Marsh A. Virtual reality as complementary pain therapy in hospitalized patients with sickle cell disease. Pediatr Blood Cancer. 2019 Feb;66(2):e27525. doi: 10.1002/pbc.27525. Epub 2018 Oct 26.
- Smith V, Warty RR, Sursas JA, Payne O, Nair A, Krishnan S, da Silva Costa F, Wallace EM, Vollenhoven B. The Effectiveness of Virtual Reality in Managing Acute Pain and Anxiety for Medical Inpatients: Systematic Review. J Med Internet Res. 2020 Nov 2;22(11):e17980. doi: 10.2196/17980.
- Sundd P, Gladwin MT, Novelli EM. Pathophysiology of Sickle Cell Disease. Annu Rev Pathol. 2019 Jan 24;14:263-292. doi: 10.1146/annurev-pathmechdis-012418-012838. Epub 2018 Oct 17.
- Jang T, Poplawska M, Cimpeanu E, Mo G, Dutta D, Lim SH. Vaso-occlusive crisis in sickle cell disease: a vicious cycle of secondary events. J Transl Med. 2021 Sep 20;19(1):397. doi: 10.1186/s12967-021-03074-z.
- Duroseau Y, Beenhouwer D, Broder MS, Brown B, Brown T, Gibbs SN, Jackson K, Liang S, Malloy M, Romney ML, Shani D, Simon J, Yermilov I. Developing an emergency department order set to treat acute pain in sickle cell disease. J Am Coll Emerg Physicians Open. 2021 Aug 7;2(4):e12487. doi: 10.1002/emp2.12487. eCollection 2021 Aug.
- Osunkwo I, Manwani D, Kanter J. Current and novel therapies for the prevention of vaso-occlusive crisis in sickle cell disease. Ther Adv Hematol. 2020 Sep 29;11:2040620720955000. doi: 10.1177/2040620720955000. eCollection 2020.
- Chuan A, Zhou JJ, Hou RM, Stevens CJ, Bogdanovych A. Virtual reality for acute and chronic pain management in adult patients: a narrative review. Anaesthesia. 2021 May;76(5):695-704. doi: 10.1111/anae.15202. Epub 2020 Jul 27.
- Mercado SH. An outpatient pain plan and ED pain pathway for adults with sickle cell disease. JAAPA. 2023 Mar 1;36(3):20-23. doi: 10.1097/01.JAA.0000920956.33631.26.
研究記録日
主要日程の研究
研究開始 (推定)
一次修了 (推定)
研究の完了 (推定)
試験登録日
最初に提出
QC基準を満たした最初の提出物
最初の投稿 (実際)
学習記録の更新
投稿された最後の更新 (実際)
QC基準を満たした最後の更新が送信されました
最終確認日
詳しくは
本研究に関する用語
追加の関連 MeSH 用語
その他の研究ID番号
- HP-00119171
個々の参加者データ (IPD) の計画
個々の参加者データ (IPD) を共有する予定はありますか?
IPD プランの説明
医薬品およびデバイス情報、研究文書
米国FDA規制医薬品の研究
米国FDA規制機器製品の研究
米国で製造され、米国から輸出された製品。
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