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    Expert Q&A: Video Games May Ease Pain

    An interview with Jeffrey I. Gold, PhD.
    WebMD Health News
    Reviewed by Laura J. Martin, MD

    Three-dimensional virtual reality video games may prove to be the latest weapon in the fight against pain.

    In a number of pilot studies, virtual reality (VR) has been shown to reduce the anxiety and pain associated with a variety of medical procedures and conditions, says Jeffrey I. Gold, PhD, associate professor of anesthesiology and pediatrics at the University of Southern California's Keck School of Medicine in Los Angeles.

    So far, 3-D virtual reality is only available to people with pain participating in clinical trials. But Gold tells WebMD he believes it will soon join narcotics, biofeedback, and other modalities in the arsenal against acute and chronic pain.

    At the recent meeting of the American Pain Society in Baltimore, Gold discussed how virtual reality can help relieve pain.

    What is virtual reality?

    You can think of it as an immersive type of 3-D video game. Patients don a VR head mount (helmet) while watching a video such as a cartoon. Special software and a joystick let them look all around and take in the whole environment, including special-effect sounds and sometimes even smells.

    It's a much different experience than watching a video game on a flat screen.

    In one VR game we use in our pain studies, the special head-tracking gear lets patients fly through the air on the back of the penguin, picking up fish while they race against the clock. Three-D animations and sound effects complete the experience.

    What is some of the evidence that virtual reality relieves pain?

    In small studies over the last 10 years, kids and adults who engaged in a virtual reality gaming environment during medical procedures such as having blood drawn or undergoing chemotherapy consistently reported less pain, discomfort, and fear.

    In one preliminary study, immersive VR distraction reduced patients’ pain ratings during severe burn wound care by 30% to 50%. Compared with patients who took pain medications alone, patients receiving VR during physical therapy reported bigger reductions in the amount of time spent thinking about pain and pain intensity.

    In a pilot study of 100 kids having their blood drawn, those immersed in a virtual 3-D environment [had less pain] than those who watched a cartoon or who played video games on a flat screen. There was less distress for the technician and the parent as well.

    Typically, kids cry for their parents and multiple attempts are needed. With the VR, kids felt a tiny needle prick and that was it.

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