[en] Virtual reality (VR) has been shown to be a powerful method to divert attention away from pain (Malloy & Milling, 2010). In an ongoing study (data collection will be finished in late December 2019) healthy participants play the VR game Subnautica in two conditions (high vs. low cognitive load). Pain thresholds and psychophysiological measures are assessed during play to measure the distraction effect. Additionally, pain management will be compared to individual executive functions and attention investigated before playing.
Disciplines :
Social & behavioral sciences, psychology: Multidisciplinary, general & others
Author, co-author :
HOLL, Elisabeth ; University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE)
RISCHER, Katharina Miriam ; University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE)
BATTISTUTTA, Layla ; University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE)
BARCATTA, Katharina ; University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE)
External co-authors :
no
Language :
English
Title :
Play the Pain Away: Pain Regulation and Attention in Virtual Reality
Publication date :
May 2020
Event name :
70th Annual International Communication Association Conference
Event date :
from 20-05-2020 to 26-05-2020
Audience :
International
Funders :
Doctoral School in Humanities and Social Sciences of the University of Luxembourg