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Tundra lists 184 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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NCT07580885
Virtual Reality-Assisted Nursing Intervention During Intrauterine Device Insertion
This randomized controlled trial evaluated the effects of a virtual reality-supported nursing intervention based on Kolcaba's Comfort Theory on women's comfort, emotional state, pain and physiological parameters during intrauterine device insertion. Seventy women attending a family planning clinic were individually randomized by lottery to a virtual reality group, who received the intervention in addition to routine care, or to a control group, who received routine care only.
Gender: FEMALE
Ages: 18 Years - Any
Updated: 2026-11-03
NCT07265141
An Automated Virtual Reality Intervention to Enhance Firearm Safety Counseling in Pediatrics
Clinicians will complete a screen-based automated virtual reality training intervention to learn how to counsel caregivers of pediatric patients on secure firearm storage.
Gender: All
Ages: 18 Years - Any
Updated: 2026-11-02
1 state
NCT06616324
Virtual Reality to Reduce Pain and Anxiety During Extracorporeal Shock Wave Lithotripsy
The objective of this study is to evaluate the impact of intraprocedural Virtual Reality (VR) as a non-pharmacological intervention for mitigating anxiety and pain during Extracorporeal Shock Wave Lithotripsy (ESWL). The hypothesis is that VR can effectively reduce both pain and anxiety levels in patients by diverting their cognitive focus, potentially leading to a decrease in pharmacological intervention requirements. The primary outcome is pain at energy level 900 during ESWL for the intervention and the control group. The secondary outcomes are as follows: * Type and dose of analgesia * Conductance scores/values * Anxiety levels * Patient satisfaction * Procedure duration * Adverse events Participants will be randomized into either the intervention or control group. Both groups will undergo ESWL according to standard treatment; however, the intervention group will wear a Virtual Reality headset and noise-cancelling headphones during the procedure, while the control group will not
Gender: All
Ages: 18 Years - Any
Updated: 2026-11-02
NCT07371260
Effects of Virtual Reality With Multisensory Stimulation on Emotional and Behavioral Disorders in Individuals With Acquired Brain Injury and Disability Requiring Institutional Care: a Single Case Experimental Design (SCED) Study.
Acquired brain injuries (ABIs) frequently cause emotional and behavioral disorders that impair independence and quality of life, particularly in institutions. Virtual reality (VR), already used in various mental and neurological disorders, offers therapeutic potential that remains largely unexplored in this context. Multisensory devices offer enhanced immersion that can potentially increase the relaxation and calming effect. Their use in specialized care home (SCH) could provide additional support for care. The main objective of the study is to measure the effect of an 8-week multisensory VR relaxation program on the most significant emotional and behavioral disorders in adults with acquired brain injury living in SCH. The SCED method with multiple baselines across subjects (ABA) is used with three adult residents with ABCI and behavioral disorders living in SCH. The study consists of three phases (baseline, intervention, follow-up), during which the three main emotional and behavioral disorders of each resident are assessed weekly based on observations made throughout the week. Additional measures include the assessment of the socio-emotional profile by the care team (ECCSEG) and the emotional distress experienced by residents (QOLIBRI), collected twice per phase. The intervention consists of eight weeks of VR relaxation (VirtySens®), with two 15-minute sessions per week. All measurements taken during the experiment will be anonymized and used only by the investigators, who are fully aware of the European GDPR (General Data Protection Regulation) concerning the protection of personal data.
Gender: All
Ages: 18 Years - Any
Updated: 2026-10-30
NCT07884851
Testing the Timing and Application of Virtual Reality Distraction During Knee Injections in a VA Pain Clinic
The goal of this clinical trial is to learn whether virtual reality (VR) can be added to routine knee injection appointments at a VA outpatient pain clinic without slowing down or disrupting clinic operations. The study will enroll 45 adult veterans who are scheduled for a knee injection at the Atlanta VA Arcadia pain clinic. The main questions it aims to answer are * Can a VR headset be set up and used during a knee injection with minimal time disruptions? * How many patients agree to take part, how many need to stop using the headset early, and how satisfied are patients and clinicians with the experience? Researchers will compare patients who wear a VR headset during their injection to patients who receive the usual injection without VR. This will show whether VR may change anxiety, time spent thinking about pain, satisfaction, and memory of the procedure. Participants will: * Be assigned by chance to one of two groups. Two out of every three participants will use VR, and one out of every three will receive usual care only. * If in the VR group, wear a headset showing a virtual environment with little motion. A research team member will place the headset before the needle goes in and remove it after the injection is finished. * Receive their scheduled knee injection as usual from their clinician. * Complete a short survey right after the procedure. Taking part happens during one clinic visit and takes about 30 minutes. The knee injection itself is standard care and is not changed by the study.
Gender: All
Ages: 18 Years - Any
Updated: 2026-10-26
NCT07892456
Breathing Meditation and VR Nature Videos in Angiography Patients: Effects on Anxiety, Comfort, and Physiology
This study was designed to evaluate the effects of breathing meditation, accompanied by virtual reality (VR)-enhanced nature videos, on anxiety, comfort, pain, and physiological parameters in patients undergoing angiography. Prior to the procedure, pain levels in patients in both groups will be assessed using the Visual Analog Scale (VAS); the State Anxiety Inventory and the General Comfort Scale will be administered; and physiological parameters will be recorded. Patients in the intervention group will be fitted with VR headsets 5 minutes before the start of the angiography procedure and will undergo breathing meditation accompanied by nature videos. Patients in the control group, on the other hand, will receive routine standard nursing care and will not undergo the VR intervention. During the procedure, pain levels and physiological parameters will be assessed in patients from both groups. Following the angiography, the VAS, State Anxiety Inventory, and General Comfort Scale will be re-administered in both groups, and physiological parameters will be recorded again. By comparing the data obtained from both groups at the same measurement points, the effect of VR-supported nature video-guided breathing meditation on patients' anxiety, comfort, pain, and physiological parameters will be determined.
Gender: All
Ages: 18 Years - 65 Years
Updated: 2026-10-23
1 state
NCT07300176
Virtual Reality-Assisted Intraoperative Sensory Modulation on Postpartum Depression and the Kynurenine Pathway
The research will be conducted as a prospective, observational, and comparative study with 98 pregnant volunteers aged 18-45 at Düzce University Faculty of Medicine. Participants will be divided into a VR group and a control group. Data will be collected using STAI-I, EPDS, NRS scales, and biochemical analyses (tryptophan, kynurenine, etc.). Upon completion, the project is expected to contribute to non-pharmacological approaches and new care protocols for reducing postpartum depression.
Gender: FEMALE
Ages: 18 Years - 45 Years
Updated: 2026-10-20
NCT04736888
Effectiveness of Extended Reality CPR Training Methods
The aim of this study is to explore the efficacy and safety of the extended reality (XR)-based basic life support (BLS) training.
Gender: All
Ages: 18 Years - Any
Updated: 2026-10-13
2 states
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
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
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
NCT07864428
Virtual Reality-Supported Relaxation Before Objective Structured Clinical Examination
Accurate and objective assessment of clinical competencies is essential in nursing education to ensure that students acquire professional skills and contribute to the quality of patient care. The Objective Structured Clinical Examination (OSCE) is widely used to assess students' clinical skills and attitudes; however, factors such as time pressure, fear of making mistakes, direct observation by examiners, and unfamiliarity with the examination format may cause considerable examination anxiety and stress. High levels of anxiety may negatively affect students' attention, cognitive functioning, and ability to demonstrate their actual clinical competencies. Although various interventions have been investigated to reduce examination anxiety, evidence regarding the use of virtual reality (VR)-supported relaxation before OSCEs in nursing students remains limited. Therefore, this study aims to evaluate the effect of a brief VR-supported relaxation experience administered before an OSCE on nursing students' examination anxiety, academic performance, and self-efficacy.
Gender: All
Ages: 18 Years - Any
Updated: 2026-10-07
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
NCT07837375
SPARK: Supporting Physical Activity Through Reality-Augmented Knowledge in COPD
Chronic obstructive pulmonary disease (COPD) is associated with dyspnea, reduced physical activity, muscle deconditioning, and impaired quality of life. Pulmonary rehabilitation is an effective non-pharmacological intervention, but access remains limited and long-term adherence to physical exercise is often difficult to maintain. Augmented reality may provide an innovative approach to support exercise practice by offering real-time visual and auditory guidance while allowing patients to remain anchored in their real environment. The SPARK study is a multicenter, interventional, non-randomized, proof-of-concept study designed to assess the acceptability of an augmented reality virtual coach for physical exercise in adults with COPD. Participants will attend a single experimental session including baseline questionnaires, presentation of the augmented reality headset, a short immersive exercise session guided by a virtual coach, and post-immersion assessments. Acceptability will be evaluated using the Technology Acceptance Model 3 questionnaire before and after immersion. User experience will also be explored through focus group discussions analyzed according to UXive dimensions. The study aims to determine whether this technology is acceptable to patients with COPD and to identify factors that may facilitate or limit its future integration into pulmonary rehabilitation pathways.
Gender: All
Ages: 18 Years - Any
Updated: 2026-09-23
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
NCT07348809
The Effects Of Virtual Reality and Stress Ball Application on Pain, Anxiety Levels and Injection Satisfaction in During Insulin Injection in Geriatric Patients With Type 2 Diabetes
The effects of virtual reality and stress ball applied during insulin injection on pain, anxiety levels and injection satisfaction in geriatric patients with type 2 diabetes. Insulin injection in geriatric patients with type 2 diabetes causes pain and anxiety, making the treatment process difficult. The aim of the study is to determine the effect of virtual reality and stress ball application on pain, anxiety levels and injection satisfaction during insulin injection in geriatric patients with Type 2 diabetes. Randomization will be achieved by randomly and equally distributing patients who meet the sample selection criteria at Tarsus State Hospital to 3 groups (1st experimental group, 2nd experimental group and 3rd group control group) through a computer program. Considering that there may be case losses, a total of 90 patients (1st Experimental Group \[virtual reality applied\]: 30 patients, 2nd Experimental Group \[stress ball applied\]: 30 patients, control group: 30 patients) will be included in the sample group. In collecting data; A data collection form consisting of "Personal Information Form", "Visual Analog Scale (VAS)", State Anxiety Inventory (DCI), "Visual Patient Satisfaction Scale" forms will be used.
Gender: All
Ages: 65 Years - Any
Updated: 2026-09-17
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
NCT07816120
Comparative Study of Two Applications on Muscle Strength, Balance and Motor Function in Children With Down Syndrome.
To differentiate between the efficacy of virtual reality and whole-body vibration on muscle strength, balance and motor function in children with down syndrome.
Gender: All
Ages: 6 Years - 10 Years
Updated: 2026-09-11
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
NCT06812156
Cardiovascular Health and Nursing Interventions in 6th Grade Middle School Children
Interventions that can improve cardiovascular health behaviors in children are of critical importance for reducing the burden of cardiovascular disease in the future. The research will be conducted to evaluate the effectiveness of nursing interventions aimed at improving heart health in children. The study employs a pre-test post-test control group experimental design. The sample of the study consists of a total of 100 students, with 50 in the experimental group and 50 in the control group. The research will be conducted with students from two middle schools selected through simple random sampling method from Mamak district, Ankara province. Socio-demographic Data Collection Form and Cardiovascular Health Behavior Scale for Children will be used during the data collection process. A 5-week educational plan aimed at improving cardiovascular health behaviors will be implemented for the experimental group, while no intervention will be made for the control group. Research data will be analyzed using Statistical Package for Social Sciences (SPSS) 25.0 program. Continuous variables will be reported using mean (x̅) and standard deviation (SD), while number (n) and percentage (%) will be used for categorical variables. All tests will consider statistical significance at the level of p \< 0.05. For the study to be conducted, ethical approval will be obtained from the Ankara University Rectorate Ethics Committee, institutional permission will be obtained from the Ankara Provincial Directorate of National Education, and verbal consent from the included students and written consent from their parents will be obtained.
Gender: All
Ages: 9 Years - 13 Years
Updated: 2026-09-10