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Tundra lists 161 Virtual Reality clinical trials. Each listing includes eligibility criteria, study locations, and direct links to research sites in the Tundra directory.
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NCT07824427
AI-Generated Video Distraction Via Virtual Reality for Fear and Pain During Pediatric Circumcision
This randomized controlled trial evaluated the effect of artificial intelligence-generated video distraction delivered via virtual reality on procedural fear and pain in children undergoing circumcision. A total of 80 children aged 4-12 years were assigned to an intervention group (n=40) or a control group (n=40). Children in the intervention group received AI-generated video distraction via virtual reality, whereas children in the control group received routine care. Pain and emotional responses were assessed from the perspectives of the child, parent, and nurse. Physiological parameters were also measured before and after the procedure. The study aimed to determine whether AI-generated video distraction delivered via virtual reality reduces procedural fear and pain during pediatric circumcision.
Gender: MALE
Ages: 4 Years - 12 Years
Updated: 2026-10-09
1 state
NCT07010536
Effect of Virtual Reality-Based Music Therapy on Cognitive and Motor Skills in Subacute Stroke Patients
This clinical trial aims to investigate the effects of immersive virtual reality-based music therapy on cognitive and motor functions in individuals aged 50 to 75 years with subacute stroke (between 2 weeks and 6 months post-stroke). Participants will be randomly assigned to either a control group receiving conventional physiotherapy or an experimental group receiving conventional physiotherapy plus virtual reality-based music therapy. The study will assess cognitive performance, upper extremity motor skills, stroke impact, balance, and spatial neglect before and after a 6-week intervention. All participants will be treated at Istanbul Aydın University VM Medical Park Hospital. The study has been approved by the ethics committee, and written informed consent will be obtained from all participants.
Gender: All
Ages: 50 Years - 75 Years
Updated: 2026-10-08
1 state
NCT07236229
The Effects of Immersive Virtual Reality in Patients With Grade 1-2 Adhesive Capsulitis
Adhesive capsulitis (frozen shoulder) is a complex condition characterized by inflammation, fibrosis, and restriction of movement in the shoulder capsule, significantly limiting an individual's participation in daily living activities. It is most commonly observed in individuals aged between 40 and 60 years, and its treatment frequently involves approaches such as manual therapy, exercise, corticosteroid injections, and electrotherapy. However, these conventional methods may be limited by factors such as lack of motivation, pain-related avoidance behavior, and poor treatment adherence. Today, immersive virtual reality technologies introduce a new dimension to rehabilitation by gamifying exercise, providing sensory feedback, and enabling graded exposure through mechanisms such as distraction and engagement. They also enhance motivation and compliance with exercise programs. Studies in the literature have reported that virtual reality-based exercise is an effective method for reducing pain levels in patients diagnosed with frozen shoulder. However, only a limited number of studies have specifically examined the effects of immersive virtual reality in patients with adhesive capsulitis. To date, no study has investigated the impact of immersive virtual reality interventions on sleep and cognitive functions in these patients. Furthermore, the combined effect of patient education, home exercise programs, and immersive virtual reality therapy has not yet been explored. For these reasons, the present study aims to investigate the effects of immersive virtual reality-based exercise therapy on pain, functionality, sleep, and cognitive functions in patients with Grade 1-2 adhesive capsulitis.
Gender: All
Ages: 18 Years - 65 Years
Updated: 2026-10-08
1 state
NCT07866417
Implementation of Virtual Reality in Nuclear Medicine
Introduction: In the field of medicine, diagnostic tests are essential for the early detection and effective treatment of various diseases. However, these tests often cause patients significant pain and anxiety, which can affect their experience and their willingness to undergo future medical procedures. The use of Virtual Reality can mitigate these effects, improving the experience and thereby the cooperation of patients undergoing painful and complex procedures. Objective: To evaluate the effect of using Virtual Reality on pain and anxiety in patients undergoing a complex diagnostic procedure. Method: A randomized, parallel-group, 1:1 (control/intervention) superiority trial comparing the use of the conventional technique (Group 1) with the ReViMed technique (Group 2) via random assignment, with a sample size of 72 pediatric patients and 110 adult patients for each arm. The M-YPAS scale will be used to measure anxiety levels in children, and the DASS-21 for anxiety in adult patients; the pain assessment scale for all participants will be the EVA-VAS. Impact: The implementation of VR use represents an effective distraction process for reducing anxiety and pain experienced by patients undergoing highly complex diagnostic tests.
Gender: All
Ages: 2 Years - Any
Updated: 2026-10-08
1 state
NCT04862598
Virtual Reality to Improve Satisfaction in Hysteroscopy Patients
This study aims to investigate whether viewing an immersive virtual reality (VR) image through a VR headset during elective hysteroscopy under Registered Nurse (RN) led sedation with fentanyl and midazolam plus local anesthesia (monitored anesthetic care) will improve patient satisfaction with their anesthesia. Patients will be randomized to either receive usual care or usual care plus VR. Satisfaction will be measured by asking patients to complete a post-procedure survey consisting of 11 questions.
Gender: FEMALE
Ages: 19 Years - 65 Years
Updated: 2026-10-06
1 state
NCT06911996
The WOW Project (WOW): Wonders Of The World Through Virtual Reality for Hospitalized Children
Hospitalized pediatric patients are unable to leave the hospital to engage in traditional learning environments. Patients often feel depressed, disconnected from learning, and socially withdrawn. The Stanford Chariot Program proposes a partnership with the Palo Alto Unified Hospital School at Stanford Children's Health to reignite patients' emotional well-being through learning. The WOW Project aims to use virtual reality (VR) to travel with hospitalized children to the Wonders of the World (WOW). Combining this immersive learning modality with complementary hands-on activities at the bedside, the investigators will transport them from their hospital room into a nurturing virtual environment to stimulate their emotional, mental, and social growth while they are physically healing. The investigators will evaluate their overall joy and awe of learning by using standardized emotional scales.
Gender: All
Ages: 5 Years - 17 Years
Updated: 2026-10-06
1 state
NCT07004101
Effect of Virtual Reality Combined With Balance Training on Biodex Balance System in Female With Fibromyalgia
Is there an effect of virtual reality based therapy combined with balance training using biodex balance system on female patients with fibromyalgia .
Gender: FEMALE
Ages: 35 Years - 50 Years
Updated: 2026-09-29
NCT06234254
Reducing Adult Inpatients Anxiety With Virtual Reality Meditation
The purpose of the study is to evaluate if non-invasive, distracting devices (virtual reality) can decrease anxiety and improve affect and satisfaction in adult, hospitalized patients.
Gender: All
Ages: 18 Years - 99 Years
Updated: 2026-09-28
1 state
NCT07426913
Cardiovascular Health Education Via Virtual Reality for Breast Cancer Survivors Receiving Anthracyclines or Trastuzumab
The main goal of this study is to test a virtual reality (VR) program, Survivors' Virtual Reality Survivorship Experience (SurviVRSE), designed to help Breast Cancer survivors (n=30) learn about heart health. The aims are to test the usability, feasibility, and acceptability o the intervention. Additionally, follow-up assessments will examine changes in women's cancer therapy related cardiac dysfunction knowledge and heart healthy behaviors (e.g., physical activity).
Gender: FEMALE
Ages: 18 Years - Any
Updated: 2026-09-22
1 state
NCT07558395
Effectiveness of a Visual Telerehabilitation Program on Visual Perception in Children, Adolescents and Young Adults With Hemianopsia Consecutive to a Brain Tumour
Evaluate the efficiency of audiovisual stimulation in virtual reality for improving the visual perception of children, adolescents, and young adults with hemianopia resulting from pediatric brain tumors. These individuals can lose up to 50% of their visual field, significantly impacting their independence, mobility, and daily lives.
Gender: All
Ages: 10 Years - 40 Years
Updated: 2026-09-16
NCT06552754
Cybersickness Prevention and Mitigation in Virtual Reality for Healthy Volunteers
Background: People use virtual reality (VR) technology to play games, socialize, work, or receive medical care. Some people have "cybersickness" after using VR. Cybersickness is similar to motion sickness. Symptoms include eye strain, nausea, dizziness, or headache. The symptoms are usually mild and go away after the person stops using VR. New software called Motion Reset is being designed to reduce symptoms of cybersickness during VR use. Objective: To see if Motion Reset software can reduce cybersickness in people using VR. Eligibility: Healthy adults aged 18 to 60 years. Design: Participants will have 1 clinic visit that will last about 1 hour. They will answer questions about how they are feeling. They will learn how to use the VR headset and the handheld game controllers. The study will be broken into 2 parts. For the first part, participants will be assigned to 1 of 3 groups: Group 1 will participate in a VR experience designed to prevent cybersickness. They will view screens and move around while they press buttons on a controller. Group 2 will participate in a VR experience that is not designed to prevent cybersickness. They will view screens and move around while they press buttons on a controller. Group 3 will have no VR experience. Participants will complete 2 questionnaires about their experiences in the first part of the study. For the second part, all participants will spend up to 20 minutes playing a commercial VR game called Jurassic World Aftermath. Every few minutes, they will be asked if they are experiencing discomfort. After playing the game, participants will complete 12 questionnaires about their experience....
Gender: All
Ages: 18 Years - 60 Years
Updated: 2026-09-10
2 states
NCT07811349
The DREAM-VR Study: Does a Virtual Reality Tool Help Dental Students Master Acute Medical Emergencies Better?
The goal of this prospective educational cross-over study is to compare the competency and self-reported confidence in managing acute medical emergencies in fourth year dental students at the Academic Centre for Dentistry (ACTA) after training with a Virtual Reality (VR) training tool. The main questions it aims to answer are: * Do students who were trained with the VR tool perform better or equally good as students who were trained with a traditional training, in managing acute medical emergencies? * Do students who were trained with the VR tool score higher in self-reported confidence scores? Researchers will compare the group who trained with the VR tool with a group who received a traditional training with a mannikin to see if students from one of these methods performs better at a clinical exam in managing an acute emergency that is played by a trained actor. They will also be compared with themselves, since after 4 weeks the groups will be crossed-over and will receive the other training with different clinical scenarios. Half of the participants will * In week 1-4: * Play a VR scenario and watch peer students play other VR scenario's * Fill out a written peer-feedback form and discuss this with peers * Fill out 3 short online questionnairs, before the training, just before the formative clinical exam and just after the formative clinical exam * Participate in a formative clinical exam with a trained actor * In week 5-8: * Play a scenario with a mannikin and watch peer students play other scenario's\* * Fill out a written peer-feedback form and discuss this with peers * Fill out 2 short online questionnairs, just before the summative clinical exam and just after the summative clinical exam * Participate in a summative clinical exam with a trained actor\* The other half of the participants will participate in the same protocol, but in the reverse order. They start with the traditional training with a mannikin in week 1-4 and cross-over to VR in week 5-8. * The training program with a mannikin and the summative clinical exam is part of the regular curriculum.
Gender: All
Updated: 2026-09-10
1 state
NCT07707726
Virtual Reality in Ingrown Toenail Surgery
Ingrown toenail is a common condition that may cause significant pain, functional impairment, and recurrent disease. Although conservative management is appropriate for mild cases, moderate-to-severe or recurrent ingrown toenails are commonly treated surgically under local anesthesia. However, pain associated with the digital nerve block and procedure-related anxiety may negatively affect the patient experience. Virtual reality (VR) has emerged as a promising non-pharmacological intervention for reducing pain and anxiety during a variety of medical procedures by providing an immersive distraction. Nevertheless, evidence regarding its use during ingrown toenail surgery remains limited. The primary objective of this study is to evaluate the effect of VR on procedure-related pain intensity and anxiety in adults undergoing outpatient ingrown toenail surgery under local anesthesia compared with standard care. Secondary objectives include assessing the effects of VR on physiological arousal parameters, patient satisfaction, and safety.
Gender: All
Ages: 18 Years - 65 Years
Updated: 2026-09-01
1 state
NCT07282561
Role of Nutritional Status in Functional Recovery of Older Adults Undergoing Virtual Reality-augmented Shoulder Rehabilitation (VIR)
Malnutrition is a clinical syndrome defined by involuntary weight loss and/or a persistent imbalance between nutritional needs and intake, leading to functional decline. Its prevalence is particularly high among older adults-affecting about 17% of community-dwelling elders, 30% of those in rehabilitation settings, and between 20% and 60% of individuals in acute care environments. Malnutrition is therefore a common yet often underrecognized factor influencing health outcomes in geriatric populations. Osteoarthritis (OA), a degenerative joint disease marked by the deterioration of articular cartilage, results in pain and reduced mobility. It affects approximately 9.6% of men and 18% of women over the age of 60. With global life expectancy rising and populations aging, OA is projected to become the fourth leading cause of disability by 2025. Joint replacement surgery provides significant relief for severe cases, and consequently, an increasing number of adults-averaging around 70 years of age-undergo elective joint replacement surgeries followed by rehabilitation for degenerative OA. In this context, Virtual Reality (VR) technology is emerging as an innovative tool in rehabilitation. VR can create engaging, interactive environments that promote motor relearning by allowing clinicians to adjust practice intensity and provide real-time feedback. This adaptability enables personalized rehabilitation programs designed to enhance patient motivation and adherence. Preliminary studies have shown encouraging results, suggesting that VR-assisted therapy may improve motor recovery and functional outcomes, and its use in rehabilitation settings is rapidly expanding. Previous research has identified a strong link between malnutrition and sarcopenia (loss of muscle mass) and reduced physical performance. However, findings remain inconsistent regarding how nutritional status influences functional recovery in elderly individuals undergoing rehabilitation. While some studies indicate a positive relationship between good nutrition and improved recovery, others suggest that nutritional status affects baseline functional capacity more than the rate or degree of functional improvement during rehabilitation. It is also important to recognize that most available studies have focused on patients admitted for rehabilitation after hip fractures or stroke, conditions often associated with sudden functional decline. To date, only one known study has investigated elderly patients undergoing rehabilitation following hip or knee replacement surgery due to degenerative osteoarthritis. Interestingly, that study found a statistically significant positive association between nutritional status and functional recovery specifically in this subgroup-an association not observed among patients recovering from hip fractures or stroke. Nonetheless, the study had limitations: nutritional status was measured using only the Mini Nutritional Assessment-Short Form (MNA-SF), and evaluation occurred post-surgery, without preoperative or long-term follow-up data. Moreover, there are no available data on rehabilitation outcomes for shoulder osteoarthritis, an increasingly common condition among older adults that significantly impacts autonomy in daily living. Given these gaps, the current research aims to determine whether malnutrition modifies the effects of VR-enhanced shoulder rehabilitation after elective surgery on functional recovery-that is, the ability to perform activities of daily living (ADLs)-in frail elderly patients. The hypothesis is that poor nutritional status could reduce the benefits of intensive, technology-based rehabilitation, while adequate nutrition may enhance neuroplasticity, muscle strength, and overall recovery potential. This investigation seeks to clarify three main aspects: 1. The prevalence and severity of malnutrition among elderly individuals undergoing elective surgery and subsequent VR-based rehabilitation. 2. The interaction between nutritional status and functional outcomes, examining whether malnutrition acts as an effect modifier or mediator in recovery trajectories. 3. The specific contribution of VR technology in improving rehabilitation adherence, motivation, and overall functional independence compared to conventional therapy. By exploring the intersection between nutrition, aging, and digital rehabilitation, this research could help tailor multidisciplinary interventions that integrate nutritional management and advanced rehabilitation technologies. Such an approach may optimize recovery outcomes, reduce disability, and improve quality of life in frail older adults undergoing joint replacement or shoulder surgery due to osteoarthritis.
Gender: All
Ages: 60 Years - Any
Updated: 2026-09-01
NCT05729347
Treatment of Parental Anxiety Virtual Reality (VR)
The purpose of this study is to determine if non-invasive distracting devices (Virtual Reality headset) are more effective than the standard of care (i.e., no technology based distraction) for preventing anxiety in parental and pediatric populations. The study will be conducted in the general inpatient area, Emergency Department and Heart Center.
Gender: All
Ages: 18 Years - 99 Years
Updated: 2026-08-27
1 state
NCT05778526
Social Virtual-reality on Enhancing Social Interaction Skills in Children With Attention-deficit/Hyperactivity Disorder
The study targets children with diagnosed ADHD and aims to (1) develop a social virtual reality-based intervention, (2) investigate its effects on improving the social skills and executive functioning of inhibitions, emotional control and attention of the children compared to traditional social skills training and (3) evaluate the subjects acceptability and compliance with social VR training for enhancing social interaction skills. It is hypothesised that the social interaction skills of the participants in the social VR training group are likely to perform better than those in the traditional social skills training group. Participants in the waitlist control group will receive no change in social interaction skills compared with the two intervention groups.
Gender: All
Ages: 6 Years - 12 Years
Updated: 2026-08-25
NCT07773844
Using 360-Degree Interactive Video for Bleeding First Aid in Nursing Education: Effects on Knowledge, Self-Efficacy, and Learning Experience
The goal of this clinical trial is to learn if a 360-degree interactive virtual reality (VR) video simulation works to improve first aid knowledge, knowledge retention, and self-efficacy in stopping severe bleeding among first-year undergraduate nursing students. The main questions the study aims to answer are: * Does experiencing the interactive VR video simulation increase students' knowledge of bleeding first aid? * Does the VR video simulation increase students' long-term retention of first aid knowledge? * Does the VR video simulation improve students' self-efficacy in bleeding first aid? Researchers compared four groups using a Solomon four-group design to evaluate the effectiveness of the VR simulation, while also testing whether taking a pre-test affected the final outcomes. Participants: * Completed an introductory survey and possibly a baseline test measuring first aid knowledge and self-efficacy. * Attended a 1-hour standard classroom lecture about first aid for bleeding. * (Intervention groups only) Completed a 5-minute interactive 360-degree video simulation of a severe bleeding emergency using an Oculus Quest 2 VR headset, which required answering 7 clinical decision-making questions. * Completed follow-up tests 4 weeks and 8 weeks after the training to measure their bleeding first aid knowledge and self-efficacy.
Gender: All
Updated: 2026-08-21
NCT07774156
Effect of a Single Immersive Virtual Reality Session on Preoperative Surgical Fear and State Anxiety
To determine whether a single 20-minute immersive VR nature session delivered in the immediate preoperative period reduces surgical fear and state anxiety in patients scheduled for bariatric surgery.
Gender: All
Ages: 18 Years - 60 Years
Updated: 2026-08-20
NCT06804928
Effect of Virtual Reality Glasses on Pain, Anxiety, and Comfort During Extracorporeal Shock Wave Lithotripsy
Effect of Virtual Reality Glasses on Pain, Anxiety, and Comfort During ESWL
Gender: All
Ages: 18 Years - Any
Updated: 2026-08-18
1 state
NCT07042074
Use of Augmented Reality and Virtual Reality During Cognitive Behavioral Therapy for Needle Phobia
This case series study seeks to evaluate the use of a Spatial Computing Device and Augmented Reality (AR) and Virtual Reality (VR) as an exposure therapy modality for children and adolescents with needle and blood-injection-injury phobia. This study will take place at Lucile Packard Children's Hospital (LPCH) and Stanford Hospital (Stanford University, Palo Alto, CA).
Gender: All
Ages: 11 Years - 17 Years
Updated: 2026-08-18
1 state
NCT06788405
Effects of Virtual Reality Hand Hygiene Simulation on Nurses' Hand Hygiene
Healthcare-associated infections (HAIs) are an important patient safety concern, and hand hygiene is one of the most effective measures for preventing their transmission. However, hand hygiene compliance among healthcare professionals, including nurses, remains suboptimal. Innovative educational approaches may support the development of hand hygiene knowledge, behaviour, and compliance. Virtual reality (VR) simulation provides an immersive and interactive learning environment that allows learners to practice clinical situations and reinforce knowledge and skills. In nursing education, VR simulation may facilitate the transfer of theoretical knowledge into practice and provide opportunities for repeated learning experiences. This randomized controlled study evaluated the effectiveness of a VR-based hand hygiene simulation for nurses. Participants in both the experimental and control groups received standard hand hygiene training, while participants in the experimental group additionally received VR-based hand hygiene simulation. The study evaluated the effects of the intervention on nurses' hand hygiene knowledge, handwashing behaviour, and hand hygiene compliance.
Gender: All
Updated: 2026-08-17
1 state
NCT04291196
Virtual Reality to Reduce Pre-procedure Anxiety Prior ECT
Lack of patient knowledge about ECT (electroconvulsive therapy) is a leading cause of treatment fear with 60% of ECT patients reporting high levels of anxiety. The purpose of this study is to determine if using Virtual Reality (VR) to allow patients' to experience a virtual ECT education session before treatment is useful in lowering treatment anxiety and increasing knowledge about ECT if compared to standard treatment. In addition, measuring heart rate and blood pressure levels before ECT treatment will allow us to assess changes in anxiety levels. Individuals who choose to participate will be placed (participant will have a 50% chance to be placed in either group) to view either a virtual reality video to experience a virtual ECT session, or to receive standard preparation, i.e. a discussion with a psychiatrist. Before and after this session participants will be asked to complete a measurement of their anxiety level and knowledge about ECT (ECT Attitude \& Knowledge Questionnaire). Just before ECT treatment, blood pressure, heart rate and anxiety level will be measured. Participants will also complete cognitive and depression assessments. This study will help to develop a relationship between healthcare providers and patients and their families to help with education before ECT treatment.
Gender: All
Ages: 18 Years - Any
Updated: 2026-08-13
1 state
NCT04451590
Virtual Reality: a Teaching-learning Strategy for Cognitive Mastery in Airway Trauma Management
Airway injury in patients is a high risk and complex medical crisis. Unfortunately, training for airway management in injured patients is challenging. The most effective way of practicing airway management is using mannequins. However, mannequin training is expensive and only occasionally available to medical trainees. The purpose of this study is to determine if Virtual Reality (VR) can be used to educate medical students on airway injury management. VR training will involve managing the care of a patient with an airway injury in an immersive, interactive VR hospital trauma bay. The investigators will compare the knowledge gained from VR training vs. mannequin training. The investigators will also investigate whether VR training teaches students faster than mannequin training. In addition, the investigators will identify factors which might affect learning from VR. Medical students who choose to participate will be randomized (i.e. participant will have a 50% chance to be placed in either group) to be trained with VR or a mannequin. Participants then will be trained on airway injury management using their assigned training approach. One week later, all participants will be assessed on their airway injury management skills using a mannequin. Before and after their sessions, participants will also be asked to complete a questionnaire on their clinical decision-making. Participants who received VR training will also complete a questionnaire about their experience with the VR training. This study will help develop a new approach to airway management training which is cheaper and more easily available to medical trainees than mannequin training. This educational tool could lead to better treatment of airway trauma in future patients.
Gender: All
Ages: 18 Years - Any
Updated: 2026-08-13
1 state
NCT07760987
Virtual Reality During Periodontal Frenectomy
The goal of this clinical trial is to learn whether virtual reality can reduce anxiety, pain, and physiological stress responses during periodontal frenectomy in adults who need this surgical procedure. The main questions it aims to answer are: Does virtual reality reduce anxiety before and after periodontal frenectomy? Does virtual reality reduce pain during and after the procedure? Does virtual reality have a favorable effect on physiological stress responses such as blood pressure, heart rate, and oxygen saturation? Does virtual reality affect surgical process-related outcomes and early wound healing? Researchers will compare adults who receive standard periodontal frenectomy with virtual reality-based audiovisual distraction to adults who receive standard periodontal frenectomy without virtual reality. Participants will: Complete anxiety and pain questionnaires before the procedure. Undergo periodontal frenectomy under local anesthesia. Be randomly assigned to either the virtual reality group or the control group. Have blood pressure, heart rate, oxygen saturation, and pain levels recorded at defined time points during the procedure. Record daily pain levels and analgesic use for 7 days after surgery. Return for a 7-day follow-up visit for suture removal and early wound healing assessment.
Gender: All
Ages: 18 Years - 65 Years
Updated: 2026-08-12
1 state