# Interest in and Predictors of Engagement With a Virtual Reality Intervention Among People With Chronic Pain: Cross-Sectional Survey Study

**Authors:** Genevieve R Bryant, Samuel A Holzman, Hector R Perez

PMC · DOI: 10.2196/70598 · JMIR Human Factors · 2026-02-11

## TL;DR

People with chronic pain, especially from diverse and low-income backgrounds, show high interest in virtual reality treatments despite limited tech experience.

## Contribution

Identifies predictors of interest in VR interventions for chronic pain in underrepresented populations.

## Key findings

- 88% of participants expressed interest in a VR clinical trial for chronic pain.
- Facebook use was a significant predictor of interest in VR treatment.
- Participants cited novelty of VR and desperation for pain relief as key motivations.

## Abstract

Although chronic pain (CP) is highly prevalent, current modalities are not sufficient to address the needs of people living with this condition. Pharmacological treatments for CP can have severe side effects and increased likelihood of patients overdosing or developing addiction. Behavioral treatments are often indicated for the treatment of CP, but barriers to treatment are common. Virtual reality (VR)–based interventions have shown promise as an effective and potentially accessible form of treatment for CP. However, previous research on VR interventions for people living with CP has not often included diverse populations, including racial and ethnic minority groups and people with low socioeconomic status.

This study aimed to gauge the interest of patients with CP in participating in a hypothetical study of at-home VR for CP and to identify predictors of interest. Patients were recruited from a low socioeconomic and racially and ethnically diverse community.

A total of 48 participants living with CP were recruited from an electronic medical record database, a research participant database, and a pain clinic, and they completed surveys about demographics, pain levels, technology use, and knowledge of VR. Bivariate testing was used to determine which, if any, of the aforementioned variables were associated with interest in a hypothetical study of at-home VR for CP. Stepwise logistic regression models predicting interest were built based on bivariate testing. Finally, we used a thematic analysis framework to analyze an additional open-ended question about reasons for interest in participating in a VR intervention for CP.

Despite low technology use and little knowledge and experience with VR, results showed high interest (42/48, 88%) among patients in participating in a hypothetical study of at-home VR for CP. More frequent email use and using Facebook demonstrated nonsignificant trends toward interest in participating in a VR clinical trial for pain (P=.06 for email use and P=.06 for Facebook use). In stepwise multivariate models controlling for pain score, Facebook use was predictive of being somewhat or very interested in participating in a VR clinical trial for pain (P=.047). Open-ended responses tended to cite the novelty of VR and desperation for pain relief as reasons for participants’ interest.

We found high interest in participating in a clinical trial of VR despite low use of technology and low knowledge of VR. Future fully powered studies should seek to confirm the effectiveness of VR treatments for people with CP, especially people from lower socioeconomic, and racially and ethnically diverse backgrounds.

## Full-text entities

- **Diseases:** pain (MESH:D010146), addiction (MESH:D019966), CP (MESH:D059350)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

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## References

34 references — full list in the complete paper: https://tomesphere.com/paper/PMC12936654/full.md

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Source: https://tomesphere.com/paper/PMC12936654