NCT07124598

Brief Summary

This pilot study aims to evaluate the feasibility and acceptability of a VR-based chronic pain management intervention with a virtual AI coach for patients with Opioid misuse and opioid use disorder (OM/OUD). The intervention is a single-day 45-minute VR intervention which is subdivided into three smaller sessions: Session 1: A 15-minute AI check-in to ask questions about biopsychosocial health, Session 2: A 20-minute Pain Coping Skills Training (PCST) session offering psychoeducation on managing chronic pain Session 3: A 10-minute stress reduction exercise. The VR sessions will be conducted using hardware (VR Headset Device - Meta Quest 3) and software developed by AugMend Health Company. The study will be conducted in a clinical setting at the Montefiore Multidisciplinary Pain Medicine Program (MMPP), a Pain Medicine outpatient specialty practice within a major urban medical center. MMPP providers see thousands of patients every month, some of which have concurrent opioid misuse or OM/OUD.

Trial Health

63
Monitor

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
15

participants targeted

Target at below P25 for not_applicable chronic-pain

Timeline
2mo left

Started Feb 2026

Shorter than P25 for not_applicable chronic-pain

Geographic Reach
1 country

1 active site

Status
not yet recruiting

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Progress64%
Feb 2026Jul 2026

First Submitted

Initial submission to the registry

July 10, 2025

Completed
1 month until next milestone

First Posted

Study publicly available on registry

August 15, 2025

Completed
6 months until next milestone

Study Start

First participant enrolled

February 1, 2026

Completed
5 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

July 1, 2026

Expected
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

July 1, 2026

Last Updated

February 3, 2026

Status Verified

January 1, 2026

Enrollment Period

5 months

First QC Date

July 10, 2025

Last Update Submit

January 30, 2026

Conditions

Keywords

Virtual Reality (VR)-based Chronic Pain ManagementOpioid ManagementOpioid Use DisorderArtificial Intelligence (AI)

Outcome Measures

Primary Outcomes (6)

  • Feasibility - Recruitment Rate

    Feasibility of the intervention will be assessed by tracking and determining the recruitment rate for the study. For purposes of this study recruitment rate will be defined as the number/percentage of participants who are consented, screened, and enrolled over the 6-month timeframe will be summarized and reported.

    Approximately 6 months

  • Feasibility - Completion

    Feasibility of the intervention will also be assessed by the number/percentage of participants who are able to successfully complete all three AI-guided, VR sessions. The number/percentage of participants that complete all three sessions will be summarized and reported using basic descriptive statistics.

    Approximately 6 months

  • Feasibility - Virtual Reality Experience and Feasibility Survey (VREFS)

    Feasibility of the intervention as assessed by VREFS will also be determined. The VREFS is a comprehensive feasibility tool which measures feasibility across 7 distinct dimensions: Core Therapeutic Alliance (6 items); Cultural Competence \& Identity (5 items); Continuity \& Future Use (3 items); Privacy \& Trust (8 items); Medical Trust (3 items); Usability (11 items); and Overall Experience (6 items). The survey also consists of 4 additional items and 6 avatar-specific items. Participants are asked to evaluate and rate each statement on a 7-point scale ranging from 1 ("Strongly disagree") to 7 ("Strongly agree") such that higher scores are associated with a more favorable assessment of the intervention and study. Results will be summarized and reported using basic descriptive statistics.

    Up to 1 hour following completion of ~ 45-minute VR session

  • Acceptability - Acceptability of Intervention Measure (AIM)

    Acceptability of the intervention will be evaluated using AIM. AIM consists of 4 statements which asks participants to rate the acceptability of the intervention measures on a 5-point scale ranging from 1 ("Completely disagree") to 5 ("Completely agree") for an overall possible scoring range of 4-20, with higher scores being indicative of greater acceptability of the measures. Results will be summarized using basic descriptive statistics.

    Up to 1 hour following completion of ~ 45-minute VR session

  • Satisfaction - Change

    Satisfaction will be measured and assessed using the Patient's Global Impression of Change Scale (PGIC) questionnaire completed following the VR intervention. Participants will be asked to respond to the following query, "Since beginning treatment at this clinic, how would you describe the change (if any) in Activity, Limitations, Symptoms, Emotions and Overall Quality of Life, related to your painful condition? (tick only 1 box)" on a 7-point Likert scale ranging from 1 - "No change (or condition is worse)" to 7 "A great deal better, and a considerable improvement that has made all the difference" such that higher scores are associated with improved global impression of change. Results will be summarized using basic descriptive statistics.

    Up to 1 hour following completion of ~ 45-minute VR session

  • Satisfaction - Degree of Change

    Satisfaction will be also measured and assessed using the following question derived from the PGIC questionnaire: "In a similar way, please circle the number below that matches your degree of change since beginning care at this clinic." Participants will be asked to rate the degree of change on an 11-point scale ranging from 0 ("Much better") to 10 ("Much worse") such that lower scores are associated with a worsened degree of change. Results will be summarized using basic descriptive statistics.

    Up to 1 hour following completion of ~ 45-minute VR session

Secondary Outcomes (4)

  • Efficacy - Change in Pain Severity Level

    From pre- to post-VR session, up to 4 hours

  • Efficacy - Change in Anxiety Level

    From pre- to post-VR session, up to 4 hours

  • Efficacy - Self-efficacy in managing Drug/Opioid use and cravings

    From pre- to post-VR session, up to 4 hours

  • Safety - Virtual Reality Sickness Questionnaire (VRSQ)

    Up to 1 hour following completion of ~ 45-minute VR session

Study Arms (1)

AI-guided Virtual Reality (VR) Session

EXPERIMENTAL

The intervention is a single-day 45-minute VR intervention which is subdivided into 3 smaller sessions: Session 1: A 15-minute AI check-in to ask questions about biopsychosocial health Session 2: A 20-minute Pain Coping Skills Training (PCST) session offering psychoeducation on managing chronic pain Session 3: A 10-minute stress reduction exercise.

Device: VR Headset Device - Meta Quest 3

Interventions

The VR sessions will be conducted using hardware and software developed by AugMend Health Company. The AI-guided sessions will be administered using the commercially available Meta Quest 3 headset, which delivers high-resolution VR images and spatial audio through a standalone, wireless system.

AI-guided Virtual Reality (VR) Session

Eligibility Criteria

Age18 Years+
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Patients with opioid misuse or International Classification of Diseases 10th revision (ICD-10) diagnosis of opioid use disorder
  • Patients with Chronic pain of at least moderate intensity (\>4 Pain Intensity Score) with no pain medication changes in 14 days
  • Ability to understand written/spoken instruction and provide informed consent in English
  • Ability and willingness to participate in all components of the study

You may not qualify if:

  • History of severe motion sickness, cybersickness, or conditions that could make participation in VR hazardous or cause adverse effects
  • Conditions that could prevent proper use of VR headset (such as vision problems that cannot be corrected by contact lenses or glasses that fit in VR, Significant hearing impairments that cannot be corrected by a hearing device)
  • History of seizures or seizure disorder
  • Acute exacerbation of psychiatric conditions that preclude the ability to participate in the study

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Montefiore Multidisciplinary Pain Medicine Program (MMPP) at Montefiore Einstein Hutchinson Campus

The Bronx, New York, 10467, United States

Location

Related Publications (29)

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    BACKGROUND
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    PMID: 25273302BACKGROUND
  • Bouchard S, Renaud P, Cournoyer LG. Revising the usability of a virtual reality cognitive-behavioral therapy for subthreshold autism. Cyberpsychol Behav Soc Netw. 2012;15(8):481-488.

    BACKGROUND
  • Becker WC, Dorflinger L, Edmond SN, Islam L, Heapy AA, Fraenkel L. Barriers and facilitators to use of non-pharmacological treatments in chronic pain. BMC Fam Pract. 2017 Mar 20;18(1):41. doi: 10.1186/s12875-017-0608-2.

    PMID: 28320337BACKGROUND
  • Segawa T, Baudry T, Bourla A, Blanc JV, Peretti CS, Mouchabac S, Ferreri F. Virtual Reality (VR) in Assessment and Treatment of Addictive Disorders: A Systematic Review. Front Neurosci. 2020 Jan 10;13:1409. doi: 10.3389/fnins.2019.01409. eCollection 2019.

    PMID: 31998066BACKGROUND
  • Garcia-Palacios A, Botella C, Hoffman H, Fabregat S. Comparing acceptance and refusal rates of virtual reality exposure vs. in vivo exposure by patients with specific phobias. Cyberpsychol Behav. 2007 Oct;10(5):722-4. doi: 10.1089/cpb.2007.9962.

    PMID: 17927544BACKGROUND
  • Gerardi M, Cukor J, Difede J, Rizzo A, Rothbaum BO. Virtual reality exposure therapy for post-traumatic stress disorder and other anxiety disorders. Curr Psychiatry Rep. 2010 Aug;12(4):298-305. doi: 10.1007/s11920-010-0128-4.

    PMID: 20535592BACKGROUND
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    PMID: 24892195BACKGROUND
  • Austin PD, Siddall PJ. Virtual reality for the treatment of neuropathic pain in people with spinal cord injuries: A scoping review. J Spinal Cord Med. 2021 Jan;44(1):8-18. doi: 10.1080/10790268.2019.1575554. Epub 2019 Feb 1.

    PMID: 30707649BACKGROUND
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  • Wiederhold BK, Wiederhold MD. Virtual reality for posttraumatic stress disorder and stress inoculation training. J Cyber Ther Rehabil. 2005;2(4):117-127.

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  • Rothbaum BO, Hodges L, Smith S, Lee JH, Price L. A controlled study of virtual reality exposure therapy for the fear of flying. J Consult Clin Psychol. 2000 Dec;68(6):1020-6. doi: 10.1037//0022-006x.68.6.1020.

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  • Morina N, Ijntema H, Meyerbroker K, Emmelkamp PM. Can virtual reality exposure therapy gains be generalized to real-life? A meta-analysis of studies applying behavioral assessments. Behav Res Ther. 2015 Nov;74:18-24. doi: 10.1016/j.brat.2015.08.010. Epub 2015 Aug 31.

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  • Levin ME, Hayes SC, Pistorello J, Seeley JR. Web-Based Self-Help for Preventing Mental Health Problems in Universities: Comparing Acceptance and Commitment Training to Mental Health Education. J Clin Psychol. 2016 Mar;72(3):207-25. doi: 10.1002/jclp.22254. Epub 2016 Jan 19.

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  • Changing Thoughts with an AI Assistant. Mental Health America. https://screening.mhanational.org/changing-thoughts-with-an-ai-assistant/

    BACKGROUND
  • Maddox T, Garcia H, Ffrench K, Maddox R, Garcia L, Krishnamurthy P, Okhotin D, Sparks C, Oldstone L, Birckhead B, Sackman J, Mackey I, Louis R, Salmasi V, Oyao A, Darnall BD. In-home virtual reality program for chronic low back pain: durability of a randomized, placebo-controlled clinical trial to 18 months post-treatment. Reg Anesth Pain Med. 2024 May 7;49(5):373-375. doi: 10.1136/rapm-2022-104093. No abstract available.

    PMID: 36427904BACKGROUND
  • Lucas, Gale M., et al. "It's Only a Computer: Virtual Humans Increase Willingness to Disclose." Computers in Human Behavior, vol. 37, Aug. 2014, pp. 94-100, https://doi.org/10.1016/j.chb.2014.04.043.

    BACKGROUND
  • Rogers, Shane L., et al. "Realistic Motion Avatars Are the Future for Social Interaction in Virtual Reality." Frontiers in Virtual Reality, vol. 2, 3 Jan. 2022, https://doi.org/10.3389/frvir.2021.750729.

    BACKGROUND
  • Pauw, Lisanne S., et al. "The Avatar Will See You Now: Support from a Virtual Human Provides Socio-Emotional Benefits." Computers in Human Behavior, vol. 136, Nov. 2022, p. 107368, https://doi.org/10.1016/j.chb.2022.107368.

    BACKGROUND

MeSH Terms

Conditions

Chronic PainOpioid-Related Disorders

Condition Hierarchy (Ancestors)

PainNeurologic ManifestationsSigns and SymptomsPathological Conditions, Signs and SymptomsNarcotic-Related DisordersSubstance-Related DisordersChemically-Induced DisordersMental Disorders

Study Officials

  • Moorice A Caparo, MD

    Montefiore Medical Center

    PRINCIPAL INVESTIGATOR

Central Study Contacts

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NA
Masking
NONE
Purpose
SUPPORTIVE CARE
Intervention Model
SINGLE GROUP
Model Details: This study represents exploratory research comparing assessment methodologies rather than clinical implementation of a diagnostic tool. The breadth of comparison domains and focus on methodology validation supports the research-oriented, non-diagnostic nature of the application.
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

July 10, 2025

First Posted

August 15, 2025

Study Start

February 1, 2026

Primary Completion (Estimated)

July 1, 2026

Study Completion (Estimated)

July 1, 2026

Last Updated

February 3, 2026

Record last verified: 2026-01

Data Sharing

IPD Sharing
Will not share

Locations