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CompletedNCT07668115Updated Jul 29, 2026

Gamifying Hand Therapy: Development of a Mixed Reality Rhythm Game to Reduce Pain and Improve Motivation

An interventional study of Cold pressor test and Exercise under resistance in Analgesia Through Mixed Reality, sponsored by Western University. Completed at 1 site in Canada. Open to participants aged 18 Years and older, including healthy volunteers. Per ClinicalTrials.gov, last updated 2026-07-29.

Sponsored by Western University · Not applicable, Interventional, and Treatment

Phase
Not applicable
Study type
Interventional
Enrollment
20
Allocation
Randomized
Ages
18 Years and older
Sex
All
01

Study summary

The hand is one of the most functional and frequently injured parts of the body. Without proper recovery, patients can face significant impairments performing everyday tasks. Hand therapy is the cornerstone of hand rehabilitation, but the painful, repetitive, and monotonous nature of prescribed exercises leads to poor patient motivation and adherence, ultimately compromising long-term recovery outcomes.

New technologies such as virtual reality (VR) and augmented reality (AR) have emerged as interactive and engaging modalities for rehabilitation, and can even reduce pain by distracting patients during exercises. However, mixed reality (MR), which is a new modality combining VR and AR has not been well studied for its ability to reduce pain in hand rehabilitation. Therefore, we developed HoloRehab, a mixed reality video game for hand rehabilitation, built for the Microsoft HoloLens 2 headset. This device allow users to see and interact with realistic 3D holograms projected into their physical environment.

This pilot study will evaluate whether using HoloRehab can reduce discomfort and improve the exercise experience compared to traditional self-guided hand therapy exercises. After development of a prototyped game, we will run a pilot study involving 20 healthy participants assigned to either the mixed reality intervention or a traditional exercise group. Outcomes will include measures of discomfort, fatigue, and user experience.

Findings from this study will inform further development of the HoloRehab system.

02

Conditions studied

  • Analgesia Through Mixed Reality

Keywords

  • Hand therapy
  • Rehabilitation
  • Mixed reality
  • Augmented reality
  • Gaming
03

In context

Lead sponsor

Western University is the lead sponsor of 14 studies on the registry; 10 are open to participants now.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
18 Years and older
Sexes eligible
All
Accepts healthy volunteers
Yes

Inclusion criteria

  • Adult (≥18 years old) medical students at Western University
  • English-speaking
  • No existing hand pathology
  • Able and willing to provide informed consent

Exclusion criteria

Exclusion Criteria:

  • Musculoskeletal conditions
  • Neurological conditions
  • Chronic pain conditions
  • Previous hand surgeries
  • Function-altering hand injuries
  • History of motion sickness
  • History of seizures or epilepsy
  • Cold sensitivity or cold intolerance
  • Current use of analgesic medications (e.g., NSAIDs, acetaminophen, opioids)
05

Study design

Phase
Not applicable
Primary purpose
Treatment
Allocation
Randomized
Intervention model
Parallel assignment
Masking
None (open label)
Enrollment
20 participants (actual)

Study arms

  • Active comparator
    Traditional Rehabilitation

    Participants in the traditional rehabilitation group perform self-guided finger range of motion exercises according to a provided guide, without any gaming component.

    Other: Cold pressor test · Other: Exercise under resistance

  • Experimental
    HoloRehab Gaming Rehablitation

    Participants in the HoloRehab Gaming Rehabilitation group perform the same finger range of motion exercises compared to traditional rehabilitation group, but through the medium of an extended reality rhythm video game with Microsoft HoloLens 3.

    Other: Cold pressor test · Other: Exercise under resistance

Interventions

  • OtherCold pressor test

    Participants submerge their dominant hand in a cold-water bath while performing hand exercises with their non-dominant hand.

    Also known as: Cold water submersion test

  • OtherExercise under resistance

    Participants perform hand exercises against finger extension resistance bands attached to the non-dominant hand.

    Also known as: Resistance exercise

06

What researchers measure

Primary outcomes

  1. Time to cold water withdrawal

    The duration (seconds) that participants keep their hand submerged in a cold water bath before voluntarily withdrawing due to discomfort.

    Time frame: Assessed continuously during the cold pressor test, from hand immersion until voluntary withdrawal or a maximum of 15 minutes.

  2. Time to fatigue failure

    The duration (seconds) that participants continue performing hand exercises against resistance bands before voluntarily stopping due to fatigue.

    Time frame: Assessed continuously during resisted hand exercise, from exercise initiation until voluntary cessation due to fatigue or a maximum of 15 minutes.

  3. Discomfort Rating After Cold Water Withdraw

    Participant-reported level of hand discomfort immediately following the cold pressor test, measured on a 1-10 numerical rating scale.

    Time frame: Assessed immediately following completion of the cold pressor test (within 1 minute of hand withdrawal).

  4. Discomfort Rating After Resisted Exercise

    Participant-reported level of hand discomfort immediately following resisted hand exercises, measured on a 1-10 numerical rating scale.

    Time frame: Assessed immediately following completion of the resisted exercise task (within 1 minute of exercise cessation).

Secondary outcomes

  1. User experience

    Participant-reported overall satisfaction, usability, comfort, enjoyment, and perceived effectiveness of the assigned exercise modality, assessed using a post-intervention questionnaire consisting of Likert-scale items. For participants in the intervention arm, this includes experience with the HoloRehab game and the HoloLens 2 headset.

    Time frame: Assessed once immediately following completion of all study procedures during the single study visit (approximately 45 minutes after intervention initiation).

07

Study locations

1 site
  • University of Western Ontario
    London, Ontario N6A 3K7, Canada
08

References and documents

Publications

  • Neiman NR, Falkson SR, Rodriguez ST, Wang EY, Hemphill SF, Khoury ME, Kist MN, Jackson CD, Caruso TJ. Quantifying virtual reality pain modulation in healthy volunteers: A randomized, crossover study. J Clin Anesth. 2022 Sep;80:110876. doi: 10.1016/j.jclinane.2022.110876. Epub 2022 May 4. PubMed 35525050 ↗
  • Wolf S, Hardy JD. STUDIES ON PAIN. OBSERVATIONS ON PAIN DUE TO LOCAL COOLING AND ON FACTORS INVOLVED IN THE "COLD PRESSOR" EFFECT. J Clin Invest. 1941 Sep;20(5):521-33. doi: 10.1172/JCI101245. No abstract available. PubMed 16694857 ↗
  • Birnie KA, Noel M, Chambers CT, von Baeyer CL, Fernandez CV. The cold pressor task: is it an ethically acceptable pain research method in children? J Pediatr Psychol. 2011 Nov-Dec;36(10):1071-81. doi: 10.1093/jpepsy/jsq092. Epub 2010 Oct 5. PubMed 20926408 ↗
  • Mott J, Bucolo S, Cuttle L, Mill J, Hilder M, Miller K, Kimble RM. The efficacy of an augmented virtual reality system to alleviate pain in children undergoing burns dressing changes: a randomised controlled trial. Burns. 2008 Sep;34(6):803-8. doi: 10.1016/j.burns.2007.10.010. Epub 2008 Mar 5. PubMed 18325675 ↗
  • Moreau S, Therond A, Cerda IH, Studer K, Pan A, Tharpe J, Crowther JE, Abd-Elsayed A, Gilligan C, Tolba R, Ashina S, Schatman ME, Kaye AD, Yong RJ, Robinson CL. Virtual Reality in Acute and Chronic Pain Medicine: An Updated Review. Curr Pain Headache Rep. 2024 Sep;28(9):893-928. doi: 10.1007/s11916-024-01246-2. Epub 2024 Apr 8. PubMed 38587725 ↗
  • Ali RR, Selim AO, Abdel Ghafar MA, Abdelraouf OR, Ali OI. Virtual reality as a pain distractor during physical rehabilitation in pediatric burns. Burns. 2022 Mar;48(2):303-308. doi: 10.1016/j.burns.2021.04.031. Epub 2021 May 5. PubMed 34154898 ↗
  • Pereira MF, Prahm C, Kolbenschlag J, Oliveira E, Rodrigues NF. Application of AR and VR in hand rehabilitation: A systematic review. J Biomed Inform. 2020 Nov;111:103584. doi: 10.1016/j.jbi.2020.103584. Epub 2020 Oct 2. PubMed 33011296 ↗
  • Zhang C, Yu S. The Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review. Games Health J. 2024 Aug;13(4):215-233. doi: 10.1089/g4h.2023.0069. PubMed 39159237 ↗
  • Khamees KM, Deldar K, Yazarlu O, Tuama AM, Ganji R, Mazlom SR, Froutan R. Effect of augmented reality-based rehabilitation of hand burns on hand function in children: A randomized controlled trial. J Hand Ther. 2025 Apr-Jun;38(2):235-245. doi: 10.1016/j.jht.2023.10.009. Epub 2024 Feb 12. PubMed 38350808 ↗

Individual participant data

Plan to share: No — No, individual participant data will not be shared, and is retained and used only by the study team. Use of data is described in detail during the informed consent process, and will be stored securely in accordance with institutional research ethics requirements. Due to our small sample size, there is a risk that participants can be re-identified even after de-identification if IPD is shared.

09

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Jul 29, 2026, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT07668115
Lead sponsor
Western University
Responsible party
Yushi Wang (Medical Student, Western University) — Principal investigator
First posted
Jun 25, 2026
Start date
Jun 8, 2026
Primary completion
Jul 10, 2026
Completion
Jul 24, 2026
Last update
Jul 29, 2026

Oversight

Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

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