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April 30, 2026Journal of Technology in Behavioral Science0 citationsOpen Access

Combining Virtual Reality and Cognitive Behavioral Principles in Treating Long-term Pain: A Feasibility Study

EAErling Becker AarsethIJIne JareidCDChristine Demmo-Bru

Key Points

  • This study investigates the feasibility and potential efficacy of immersive virtual reality (VR) combined with usual care in managing long-term pain.
  • 28 patients with long-term pain were enrolled and completed a median of 10 VR sessions over 8 weeks.
  • Usability was assessed using the System Usability Scale (SUS) and patient-reported outcome measures.
  • Clinician interviews evaluated the intervention's alignment with therapeutic goals.
  • Usability of the VR intervention was high, with an average SUS score of 82.
  • On the Patient Global Impression of Change (PGIC), 34% reported improvement and 57% no change.
  • Pain interference showed a statistical significance reduction (p = 0.05), while EQ-VAS and EQ-index improved significantly (p = 0.02 and p = 0.03 respectively).

Abstract

Immersive virtual reality (VR) may enhance long‑term pain management when used alongside usual care. VR interventions based on cognitive and behavioral principles have potential to improve patient engagement, stress regulation, and coping. Investigate feasibility, usability and exploratory clinical impact of immersive virtual reality (VR) as an adjunct to usual care for patients with long-term pain. Of the 30 patients approached 28 were enrolled. Patients used immersive VR software grounded in Cognitive Activation Theory of Stress (CATS), cognitive behavioral therapy (CBT) and Acceptance and Commitment Therapy (ACT), delivered through Head Mounted Displays (HMDs). Usability and feasibility were assessed with System usability Scale (SUS) and clinician interviews. Patient-reported outcome measures included health-related quality of life (EQ-5D-5 L, EQ-VAS), PROMIS − 29 and the Patient Global Impression of Change (PGIC). Patients completed a median of 10 VR sessions over 8 weeks. Usability was high (average SUS 82), and no serious adverse events occurred. All patients completed the intervention; five were lost to follow-up, leaving 23 for analysis. On the PGIC, 34% reported improvement, 57% no change, and 8% worsening. Pain Interference approached statistical significant reduction (p = 0.05). Both EQ-VAS and EQ-index improved significantly (p = 0.02 and p = 0.03). Other domains showed small and non-significant changes (p > 0.05). Clinician interviews (n = 5) indicated the VR intervention was highly usable, aligned with therapeutic objectives, enhancing patient education and information retention. Immersive VR combined with usual care is feasible and safe for managing long-term pain. Controlled trials are needed to explore efficacy.

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Cite This Study

Aarseth et al. (2026) studied this question.

synapsesocial.com/papers/69f2f0e31e5f7920c6386db0https://doi.org/10.1007/s41347-026-00634-2
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Also Consider

Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context:

  1. 1Evaluating Virtual Reality Interventions for Chronic Pain Management in Older Adults2025
  2. 2Virtual Reality for the Treatment of Chronic Back Pain: Feasibility of a Novel Intervention Combining Movement Exercises and Body Illusions (Preprint)2025
  3. 3464 Remote Cognitive Behavioral Therapy Utilizing an In-home Virtual Reality Toolkit (Vx Therapy TM) Reduces Pain, Anxiety, and Depression in Patients With Chronic Cervical and Lumbar Pain: A Potential Opiate Alternative in Multimodal Pain Management2024
  4. 4The impact of an immersive digital therapeutic tool on experimental pain: a pilot randomized within-subject experiment with an active control condition2024 · 2 citations
  5. 5Use of Virtual Reality Therapy (VRT) for Home-Based Pain Management, an Observational Cohort Study2024 · 2 citations