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dc.contributor.authorLoreto Quijada, Desirée-
dc.contributor.authorGutiérrez Maldonado, José-
dc.contributor.authorGutiérrez Martínez, Olga-
dc.contributor.authorNieto Luna, Rubén-
dc.contributor.otherUniversitat Oberta de Catalunya. Internet Interdisciplinary Institute (IN3)-
dc.date.accessioned2020-02-18T08:23:37Z-
dc.date.available2020-02-18T08:23:37Z-
dc.date.issued2013-01-02-
dc.identifier.citationLoreto Quijada, D., Gutiérrez-Maldonado, J., Gutiérrez-Martínez, O. & Nieto Luna, R. (2013). Testing a virtual reality intervention for pain control. European Journal of Pain, 17(9), 1.403-1.410. doi: 10.1002/j.1532-2149.2013.00316.xes
dc.identifier.issn1090-3801MIAR
-
dc.identifier.urihttp://hdl.handle.net/10609/109786-
dc.description.abstractBackground: This study aimed (1) to assess the validity of a virtual reality (VR) intervention designed specifically to gain control over pain, (2) to test whether the association between the virtual environment and pain can be potentiated using a differential conditioning procedure, and (3) to examine the effects of this VR intervention in a cold pressor experiment. Methods: The VR intervention was based on a figure representing pain. This figure could be manipulated until reaching a no-pain state. Participants were 64 undergraduate students, who were asked to evaluate this environment in terms of arousal and valence. A differential conditioning procedure was then applied, in which the pain figure was paired with electric shock and the no-pain figure was presented without shock. Afterwards, participants performed a cold pressor task. Results: In the initial testing, the pain figure was evaluated as more arousing and more unpleasant than the no-pain figure. After the conditioning procedure, these ratings significantly increased; with the pain figure being rated as more anxiety eliciting and a better predictor of shocks than the no-pain figure. During cold pressor, the interaction with the conditioned VR figure led to significant increases in pain threshold and tolerance, as well as a significantly greater underestimation of time, but it did not affect pain intensity. Conclusions: These results provide preliminary support for the use of our VR intervention to gain control over pain.en
dc.format.mimetypeapplication/pdf-
dc.language.isoeng-
dc.publisherEuropean Journal of Pain-
dc.relation.urihttps://doi.org/10.1002/j.1532-2149.2013.00316.x-
dc.subjectVirtual realityen
dc.subjectPain controlen
dc.titleTesting a virtual reality intervention for pain control-
dc.typeinfo:eu-repo/semantics/article-
dc.rights.accessRightsinfo:eu-repo/semantics/closedAccess-
dc.identifier.doi10.1002/j.1532-2149.2013.00316.x-
dc.gir.idAR/0000003183-
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