Jul 2026· International Conference on Serious Games and Applications for Health· pp. 1-8· 0 citations· 26 references
Abstract
Immersive virtual reality (VR) has shown promise as an effective non-pharmacological analgesic, theorized to primarily work through presence-mediated distraction. Recent developments have enabled consumer access to immersive mixed reality (MR), which grounds virtual elements in the user’s real surroundings. As MR becomes increasingly available on consumer headsets, and as AR glasses capable of similar digital overlays approach mainstream adoption, understanding the therapeutic efficacy of these blended-reality experiences relative to VR is essential for informing their use in therapeutic contexts such as pain management. This study conducted an exploratory comparison of MR and VR during the cold pressor task (CPT), employing a randomized crossover design with a counterbalanced condition order and a washout period. Using a Meta Quest 3, 25 participants completed the CPT while interacting with an identical game in either VR or MR mode. Pain tolerance, measured as time to hand withdrawal, was analyzed using survival analysis and a linear mixed model, supplemented by electrodermal activity and validated questionnaires. Results suggest that VR elicited significantly greater presence than MR, while pain tolerance did not differ significantly between conditions, though VR showed a small but consistent trend towards higher pain tolerance. These findings support the validity of the experimental design and are consistent with a presence-mediated distraction hypothesis, though the non-significant pain outcome limits causal interpretation. Exploratory analyses suggested a possible temporal pattern, with VR’s relative advantage increasing after the initial shock of the ice bath before leveling off. Lastly, this work establishes a methodological foundation for comparing analgesic efficacy between VR and MR, though the study was underpowered to detect the observed effect size and adequately powered replications are needed to confirm these findings.
Results from both methods support the feasibility of inducing awe among individuals with chronic pain via virtual immersion, showing overall positive affective changes and reduction in frequency of self- and pain-related thoughts.
Emma Tillery, Lydia C. Kang, Misha Shah et al.· Behavioral Science· 0 citations
This experimental study in an all-female sample demonstrates that VR-based Interoceptive Modeling can stabilize and reduce experimentally induced pain while enhancing autonomic recovery, suggesting modulation of interoceptive representations as a key mechanism.
Anna Felnhofer, Maximilian Schöttler, Luana Amadini Genovese et al.· Journal of Pain· 0 citations
Digital reality technologies are increasingly utilised to support physical activity (PA); however, limited evidence is available regarding differences in exercise intensity and subjective user experience across environments with varying levels of immersion. The aim of this study was to conduct a multidimensional eval...
J. Polechoński, Małgorzata Dębska-Janus, Jakub Ryśnik· Virtual Reality· 0 citations
Background: Anxiety before surgery is common and may disturb physiological stability
and recovery. Because sedative drugs can cause side effects, safe non-pharmacological
strategies are needed. Virtual Reality provides immersive distraction, while Benson
relaxation promotes a calming response through controlled breathi...
Suyanto S. Kep· Jordan Journal of Nursing Re...· 0 citations
Virtual reality (VR) is increasingly used in psychiatry to treat mental disorders. Virtual reality-based therapy (VRT) has been investigated across diverse clinical populations and therapeutic approaches. Because VRT replicates real-world environments, the sense of presence and appreciation of the immersive experience...
A. Dumais, Sabrina Giguère, Saïda Nabalma et al.· Psychology International· 0 citations
By utilizing six-degrees-of-freedom (6DoF) interaction, virtual reality (VR) gaming often places greater demands on both the user’s motor skills and cognitive resources compared to gaming on non-immersive platforms. Satisfying VR interaction mechanics (IMs) should facilitate a state of flow by balancing challenge and...
Sara Srebot, Emilia Haramina, Lea Skorin-kapov et al.· Frontiers in Virtual Reality· 0 citations
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