Abstract

Separately, both physical activity and virtual reality (VR) have the ability to attenuate pain sensitivity in healthy adults. What is not known is whether VR combined with physical activity could have a greater pain reducing effect compared to non-active VR distraction. The purpose of this study was to determine whether playing active VR games would have a greater hypoalgesic effect than non-active VR games. Participants (n=36) played three different active VR games (Beat Saber, Holopoint, and Hot Squat) and one non-active VR game (Relax Walk VR) for 15 minutes on four different visits. During gameplay, participants wore accelerometers on the thigh, wrist, and waist to measure the intensity and quantity of movement. Pressure pain thresholds (PPTs) were measured on the forearm and thigh toward the beginning of the session (familiarization PPT's), immediately prior to gameplay (pretest), and immediately following each gaming bout (posttest). Results showed no significant changes in PPT's from the familiarization PPT trials to the pretest PPT trials. However, the repeated measures ANOVA revealed an overall hypoalgesic effect of the VR games on the forearm, regardless of game type. Results also showed a significant hypoalgesic effect on the thigh following VR gameplay for Hot Squat, Holopoint, and Relax Walk VR. The magnitude of pain reduction was significantly greater during Hot Squat compared to the other games. Analysis of the accelerometer data indicated that Hot Squat elicited greater whole-body and lower body moderate to vigorous physical activity compared to the other games. In conclusion, VR gameplay exerted a hypoalgesic effect on experimental pressure pain. Additionally, the data provided evidence of a potential additive hypoalgesic effect of VR and whole-body physical activity on pressure pain sensitivity. Separately, both physical activity and virtual reality (VR) have the ability to attenuate pain sensitivity in healthy adults. What is not known is whether VR combined with physical activity could have a greater pain reducing effect compared to non-active VR distraction. The purpose of this study was to determine whether playing active VR games would have a greater hypoalgesic effect than non-active VR games. Participants (n=36) played three different active VR games (Beat Saber, Holopoint, and Hot Squat) and one non-active VR game (Relax Walk VR) for 15 minutes on four different visits. During gameplay, participants wore accelerometers on the thigh, wrist, and waist to measure the intensity and quantity of movement. Pressure pain thresholds (PPTs) were measured on the forearm and thigh toward the beginning of the session (familiarization PPT's), immediately prior to gameplay (pretest), and immediately following each gaming bout (posttest). Results showed no significant changes in PPT's from the familiarization PPT trials to the pretest PPT trials. However, the repeated measures ANOVA revealed an overall hypoalgesic effect of the VR games on the forearm, regardless of game type. Results also showed a significant hypoalgesic effect on the thigh following VR gameplay for Hot Squat, Holopoint, and Relax Walk VR. The magnitude of pain reduction was significantly greater during Hot Squat compared to the other games. Analysis of the accelerometer data indicated that Hot Squat elicited greater whole-body and lower body moderate to vigorous physical activity compared to the other games. In conclusion, VR gameplay exerted a hypoalgesic effect on experimental pressure pain. Additionally, the data provided evidence of a potential additive hypoalgesic effect of VR and whole-body physical activity on pressure pain sensitivity.

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