50 Participants NeededMy employer runs this trial

Virtual Reality for Sickle Cell Crisis

(RELIEVE-SCD Trial)

SL
RC
Overseen ByRose Corcoran
Age: 18+
Sex: Any
Trial Phase: Academic
Sponsor: University of Maryland, Baltimore
Must be taking: Intravenous opioids
Stay on Your Current MedsYou can continue your current medications while participating
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

What You Need to Know Before You Apply

What is the purpose of this trial?

This trial tests whether virtual reality (VR) headsets can reduce pain for adults with sickle cell disease during vaso-occlusive crises. Participants will experience various VR sessions, such as 3D immersive and interactive activities, to determine which most effectively eases pain. The study aims to evaluate how well these VR sessions complement standard pain treatments, like intravenous opioids. Individuals with sickle cell disease who receive opioid treatment for pain and visit the Stoler Infusion Center may qualify for this trial. As an unphased trial, this study provides a unique opportunity to explore innovative pain management techniques that could enhance quality of life.

What prior data suggests that this virtual reality intervention is safe for adults with sickle cell disease?

Research has shown that virtual reality (VR) treatments are generally safe for people with sickle cell disease. One study found that 15-minute VR sessions were manageable and did not cause major side effects. Both active and passive types of 3D VR treatments are well-tolerated.

Other studies have found that VR therapy is practical and helps reduce pain during sickle cell pain episodes, which occur when blood flow is blocked. Participants typically had a positive experience with VR and did not report significant negative effects.

Overall, while more research is needed, current studies suggest that using VR to manage pain during sickle cell crises is safe and well-tolerated.12345

Why are researchers excited about this trial?

Researchers are excited about using virtual reality (VR) to manage sickle cell crises because it offers a non-drug approach to pain relief, which is different from the usual reliance on medications like opioids. The unique aspect of this trial is testing both passive and active immersive 3D VR experiences. Passive VR allows participants to be immersed in a 360-degree environment without interaction, while active VR adds an interactive element, engaging users more deeply. This innovative approach could provide a much-needed alternative that reduces pain without side effects, while also offering a more engaging and potentially effective distraction during painful episodes.

What evidence suggests that this trial's virtual reality interventions could be effective for sickle cell crisis?

Research has shown that virtual reality (VR) can help manage pain for people with sickle cell disease during painful episodes known as vaso-occlusive crises. In this trial, participants will experience different VR conditions. Studies have found that both active and passive 3D VR sessions effectively reduce pain. Specifically, one study reported a noticeable drop in pain levels, highlighting VR's potential as an additional pain treatment. This method uses engaging sights and sounds to distract patients from their pain. Early results suggest that VR may provide relief and improve the pain experience during these crises.12456

Who Is on the Research Team?

RG

Richard G Wilkerson, MD

Principal Investigator

Unversity of Maryland School of Medicine

Are You a Good Fit for This Trial?

This trial is for adults with sickle cell disease who are experiencing a pain crisis and are being treated at an infusion center. Participants must be able to use a headset device during their visit.

Inclusion Criteria

Receiving treatment from the Stoler Infusion center
My treatment plan includes IV opioids for acute pain.
I have a history of sickle cell disease.
See 1 more

Exclusion Criteria

Prior enrollment in this study
Known to be pregnant
Incarcerated at the time of evaluation
See 6 more

Timeline for a Trial Participant

Screening

Participants are screened for eligibility to participate in the trial

1-2 weeks

Treatment

Participants receive two of three headset-based VR interventions during separate qualifying infusion center visits for vaso-occlusive pain.

6 months
Up to 2 visits (in-person)

Follow-up

Participants are monitored for safety and effectiveness after treatment, including pain assessments and opioid consumption.

6 months

What Are the Treatments Tested in This Trial?

Interventions

  • Active Immersive Interactive 3D Virtual Reality
  • Passive Immersive 3D Virtual Reality

Trial Overview

The study tests three types of headset experiences: a basic (sham) 2D video, passive immersive 3D virtual reality, and active interactive 3D virtual reality. Each participant tries two different options in random order across separate visits.

How Is the Trial Designed?

6

Treatment groups

Experimental Treatment

Group I: Sham 2D, then Passive 3D VRExperimental Treatment2 Interventions
Group II: Sham 2D → Active 3D VRExperimental Treatment2 Interventions
Group III: Passive 3D VR → Sham 2DExperimental Treatment2 Interventions
Group IV: Passive 3D VR → Active 3D VRExperimental Treatment2 Interventions
Group V: Active 3D VR → Sham 2DExperimental Treatment2 Interventions
Group VI: Active 3D VR → Passive 3D VRExperimental Treatment2 Interventions

Find a Clinic Near You

Who Is Running the Clinical Trial?

University of Maryland, Baltimore

Lead Sponsor

Trials
729
Recruited
540,000+

Citations

Virtual Reality for SCD VOC - ClinicalTrials.Veeva

This pilot study will evaluate the feasibility, tolerability, and preliminary analgesic effect of headset-based virtual reality ...

Virtual Reality Devices as an Adjunct to Usual Care for ...

Patient with sickle cell disease experiencing acute vaso-occlusive crisis randomized to this arm will participate in an active immersive application on the ...

Virtual Reality for SCD VOC

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 ...

Preliminary Benefits of In-Home Virtual Reality for Chronic ...

Results: Average intervention use was 19.1 and 12.1 min per day in VR and audio, respectively. Preliminary benefits of VR included decreased pain (p = 0.002), ...

Effect of Virtual Reality Technology for Pain Management ...

Effect of Virtual Reality Technology for Pain Management of Vaso-Occlusive Crisis in Patients With Sickle Cell Disease. Last updated: May 13 ...

Virtual Reality Therapy for Sickle Cell Crisis

The VR sessions, typically lasting about 15 minutes, were manageable and did not cause major side effects.