2.2.1 Health
All participants experienced chronic pain in the lower back of the body. Pain experience lasted on average already eight years, ranging from one to thirty years. For most, the pain was constantly nagging, intermitted by episodic heavy pain attacks. These were described by terms as: “stabbing in the back”, “burning”, “shooting nails”, or “stinging knives”. For most, the cause of their pain was unknown. Consequently, most participants had a long history in medical therapy and pain-relieving medication.
Participants were asked to define what it meant for them to feel healthy. First, four participants indicated health to mean feeling well, depending on a healthy food intake, being in a good physical condition, and taking good care of their body. Seven participants defined health as the freedom to be able to live life independently without the constraints of pain. Of them, only four indicated not being healthy due to chronic pain. All others indicated to feel healthy irrespective of the pain. “The pain does not make me feel unhealthy, it only makes me feel restricted – participant 32 (Female /40 years old)”. Participants agreed that a life without pain would enable them to more often participate in society, work, undertake activities, exercise, spend time with (grand)children. “Without pain, I would be able to better enjoy life, without having to constantly fear the pain – 11 (F/35)”.
2.2.2 Self-perception
In the context of chronic pain, this value consists of the norms: activities of daily life, professional life, mood, ability to accept pain, understanding own pain, and self-image. With regards to daily life, for all participants except two pain regularly had profound effects, requiring many to give up sports, hobbies, or daily household chores. Most participants had to consider constantly which activities are possible and which are not. “I always have to check my shopping basket. When it is too much, I cannot carry it. I always have to consider the pain – 30 (F/71)”. Moreover, the pain people experienced during short walks hindered multiple participants to leave home. “I rather stay home all day long, not to feel the pain – 12 (F/50)”. Pain also influenced participants’ professional life. Five participants indicated to have lost their jobs because of their pain, which remained difficult for them to accept: “It cannot continue like this. I want to work. I am not the type of person to stay at home – 20 (F/45)”. Two participants started working fewer hours to handle their pain. Four participants pointed to the importance of continuing their jobs, as it provided them with distraction from pain.
Four participants believed their optimism would not allow pain to affect their mood. All others indicated the pain regularly made them feel unhappy. In periods of heavy pain, they experienced feelings of agitation, frustration, anger, and pessimism. “After all these years, I have started to become a pessimist – 22 (M/39)”. Eleven of the participants believed they had accepted the pain as part of their daily lives. They indicated that there is no other way than to accept the pain, as it will not just disappear. Six others had not accepted the pain. “I do not accept it. I need something to fight for, I need to fight for pain relief – 38 (F/38)”. Being unable to understand the source of their own pain, negatively affected ten of the participants in the way they looked at themselves. “I am constantly searching for something that might explain my pain. I cannot accept the pain as long as I have not discovered what is causing my pain – 20 (F/45)”.
With regards to self-image, all but two participants reflected differently on their bodies due to the pain. For example, six illustrated that they saw their bodies as handicapped: “Yes, I feel older, I feel handicapped – 15 (F/63)”. Another six had lost trust in their own body, were disappointed in their own body, felt anger towards their own body, felt vulnerable, or believed their body was failing them. “I am tired. I hate my body. It hurts everywhere – 20 (F/45)”. Three felt powerless and incapable to deal with their pain.
2.2.3 Safety
The value of safety was divided into the norms: physical safety, financial safety, and emotional safety. Eight participants felt physically unsafe. They illustrated feeling vulnerable, slow in mobility, unable to take care of themselves in case of accidents, and constantly afraid to fall. “Most people are not aware of my pain. I live alone and I have been thinking lately, what happens if I fall at night? – 30 (F/71)”. Two participants feared being unable to defend themselves. Only one referenced feeling financially insecure as the pain might force her to give up her job. Concerning emotional safety, six indicated to constantly fear the pain will deteriorate, restricting their freedom. “I fear that the pain will worsen and that I will not be able to do anything anymore – 15 (F/63)”.
2.2.4 Hope
In this context, all participants hoped to experience pain relief. After years of chronic pain and different treatments, many had not found a solution for pain relief. Four indicated to have lost faith in some of the physicians during the process. Still, most participants kept looking for a solution for solving their pain. Eleven indicated to embrace any treatment offered to reach this aim. “When you are in pain, you have to try everything – 25 (F/66)”. Hopes are constantly relatively high at the beginning of a new treatment, oftentimes resulting in disappointment. “My expectations are very high. I hope so badly he can take away my pain. Or only half of it – 8 (M/53)”.
2.2.5 Autonomy
The value of autonomy was expressed through the norms: feeling in control over pain, independence from people, and independence from medication. All participants felt out of control over their pain. This deficiency of control resulted from painful experiences that cannot be stopped by any means nor predicted on its course. Only small actions as taking medication, doing exercises for the back, finding relaxation, or finding distraction from pain, provided the participants with a minor feeling of temporary control. At the same time, medical specialists had their opinions on how the participants should deal with their chronic pain, and when these did not correspond to the ideas of participants, this led to frustration and dependence. “‘Oh, madam, you are not allowed to do that! That is not supporting your back.’ But what should I do? Everything hurts my back! I do not feel supported – 30 (F/71)”. In addition, pain medication made participants feel dependent as eleven expressed worries concerning the side effects of medication. “I am using pain medication already for years. I am a nurse. I am worried about how the medication is harming my body – 22 (M/39)”.
2.2.6 Social Comfort
Chronic pain affected the social lives of most participants by affecting the quality of contacts, the number of contacts, and being taken seriously by others. Eight participants indicated that the pain made them feel agitated, which directly affected how they responded to the people surrounding them. They frequently felt guilty about how they treated their family in times of pain. In addition, many participants indicated having fewer contacts with others resulting from the pain. “I have relatively few social contacts, I just do not have the energy – 19 (F/50)”. Examples were provided on how pain negatively affected social interactions by withholding participants from making appointments, going outside to meet others, playing with grandchildren, or going out with partners. Two participants indicated that losing their jobs isolated them from social contacts even more. Being taken seriously seemed to be an important norm for social comfort. Multiple participants expressed a dislike that others, including treating physicians, did not regularly regard the pain as an important problem. Six participants did not even inform their relatives about their pain. They believed others would not desire to hear their complaints, were afraid others would not believe them, or considered it useless to complain as their relatives would not be able to do anything about it. “I sometimes think everyone is tired of having me and my pain around. That is why I try to pretend to be healthy – 20 (F/45)”.
Interviews held after participants made use of VR were translated into a novel value framework. Below, we present all values affected by the use of VR in terms of norms and experiences. The same values as discussed in the previous section were found, and four additional ones were introduced: privacy, accessibility, spatial comfort, and sensory comfort. A comparison of the empirical findings of the two value frameworks resulted in VR design and implementation recommendations at the end of each value.
2.3.1 Health
Participants were again asked to define this value. Similar definitions were given as in the previous set of interviews. When participants were asked whether VR had affected their feelings of being healthy, all excluding one indicated no effect. This particular participant mentioned pain relief, which provided her with more freedom and a healthier feeling. The remainder of the interviews revealed that other participants also experienced health benefits of VR as well as a new norm, sleeping well.
Half of the participants reported periods with lower pain experience since the use of VR. For three of them, these effects were only felt whilst using the headset as a form of pain distraction. The others reported changes also when not using VR. These mostly resulted from insights the VR brought them regarding their pain. One exercise in the VR game is making the red pain points green. Five participants reported to successfully visualize this exercise when in pain. “When I am in pain, I think back: make the red ones green. This thought helps to deal with the pain − 12 (F/50)”. Four other patients had used this technique as well, but unsuccessfully as they could not translate the insights of the game into real life. “They gave me the exercise to shoot away my pain. But all I think is: how? – 37 (F/44)”. Although VR affected pain only subtly for most, all participants were positively surprised by these feelings.
Six participants indicated that the VR experience enabled them to find relaxation. Three of them argued that this relaxation lasted long after using the headset. “I became more relaxed. The VR headset stimulates your mental health – 38 (F/38)”. One participant explained she lowered her medication intake during the use of the headset. “Initially, I thought the VR headset did not work for me as I was still in pain. But when I stopped using it, my pain got worse. Besides, I noticed I had started using less medication whilst using the headset – 4 (F/32)”. Furthermore, weeks after the study, one participant had canceled her planned surgery as the VR had worked for her. Four participants noticed their sleep quality increased due to VR. “Yes, it is the headset. I used to wake up because of my pain. Now I only wake up when I need to go to the toilet – 16 (F/64)”. Tiredness was also mentioned twice as a disadvantage of VR.
To conclude, VR seems to positively affect how health is experienced. It added a new norm, sleeping well, to the value, but did not affect the definition of health itself. Yet, results also show that health improvement sometimes remains limited to the virtual world as some users cannot translate virtual games into real-life behavior. To optimize the effects of VR, we recommend:
A healthy virtual and real me: To ensure that VR benefits patients in real life, support is necessary on how virtual lessons could be applied in real-life situations. This support might be incorporated in the VR game or could be provided by caregivers.
2.3.2 Self-perception
This is an important value for people with pain. The previously found norm of professional life was not affected by VR. The others: daily life, mood, accepting pain, understanding pain, and self-image were mediated. One participant believed VR helped her to resume daily life. Another experienced a better mood. Pain acceptance was improved for five. These participants illustrated that VR learned them to accept pain as a part of life, instead of only focusing on the pain. “The difference is that I used to push away my pain. Now I accept the pain and try to find relaxation – 3 (F/63)”. Half of the participants became aware of the importance of timely relaxing and not ignoring pain with continuing activities during their busy day. “I used to be in a constant rush. Never took the time to relax. But now, the headset taught me to relax – 3 (F/63)”. For one, this insight was emotional: “The first time I did that exercise, I cried. I was so emotional when I got the insight that I have to find relaxation in my life – 24 (F/52)”. Half of the participants appreciated the knowledge on the concept of pain they gained by VR. “It helps to understand what is happening within my body. This knowledge is reassuring – 24 (F/52)”.
Pain has a strong impact on the norm self-identity. Unfortunately, VR did not positively affect this norm. At a certain moment, the game explained that chronic pain is often caused by the brain, instead of resulting from a physical cause. Five participants could not identify themselves with this image. They even felt offended by the message that their pain was ‘being made up’. Consequently, these participants considered themselves not as the right target audience for this VR application and used this to explain why the headset had not brought them any benefits. “It annoys me when they say that chronic pain has no specific cause. That the body is not damaged. I thought, my body is heavily damaged. My pain is not an illusion! – 19 (F/50)”.
To conclude, VR seems to be able to positively mediate the value of self-perception, in particular the ability to accept and understand pain. The norm self-identity was not mediated positively. As this norm is important in patients with pain, we recommend the following:
Create a positive self-image: VR design should make use of the immersive character of VR, enabling patients to embody a positive self-image in real life.
2.3.3 Safety
Norms of physical and emotional safety were mediated by VR. The norm financial safety was not. With regards to physical safety, positive effects were found for three participants who felt stronger after four weeks of using VR. Few adverse effects were reported which negatively affected the norm. Four participants experienced fatigue and dizziness especially the first time. Two were unable to play all games as some games led to pain in the neck. Emotional safety was positively mediated for one patient. She explained that VR taught her to accept her pain and not to fear it constantly. Negative mediation of this norm was found for another person that indicated that the decrease in pain introduced a new fear for her pain to return. Also, full immersion took away awareness of the external environment, which resulted in unsafe feelings for three. That made two of them play VR only when they were alone, doors locked. Contrasting, the third participant only played VR with her radio on, to remain connected to the external world. “Yes, the first time it scared me. […] I want to play alone, but I turn on the radio in the background. And I play only during daytime. Because it is scary – 30 (F/71)”. Concluding, VR can positively affect norms related to safety, yet, negative value mediation of safety is also found, mostly regarding full immersion. We recommend:
Feeling safe and sound: VR hardware should allow for a temporary ‘opting-out’ of the virtual environment that enables users to see the real world without taking off the headset to improve their feelings of safety.
2.3.4 Hope
Expectations of participants regarding VR were mediated by many external factors. For some, expectations were magnified by the enthusiasm of medical staff and media attention that the VR experience had generated in the past. Almost half of the participants had seen the VR experience on television or social media before they even had heard of this study. After four weeks of using VR, three participants were consequently heavily disappointed VR had not brought them what they had hoped. “When I started, I was very positive. I hoped so hard it would help. I believed this would be the solution for solving my pain! […] But it is useless. I am helpless. The pain will last forever– 20 (F/45)”. Also, as the VR experience has been promoted frequently positively in media, one participant illustrated she began to doubt herself when it did not provide her any benefits. She questioned what she was doing wrong as a reason for why it was not working. “Many friends had seen this on television. They asked me: are you doing it right? Shit, I thought, I am doing something wrong – 1 (F/61)”. Other participants did not have high expectations regarding this virtual treatment as they were only waiting for the ‘real’ medical treatment (often surgery) that was already scheduled. As the context of patients affects expectations and resulting outcomes, we recommend:
The right patient, the right time, the right expectations: Medical history and future of patients affect the expectations and hope patients have regarding virtual treatment. The context of a patient should be considered before prescribing VR and whilst supporting patients during VR use to prevent false hopes.
2.3.5 Autonomy
VR added one additional norm to those found previously: independence from technology. More than half of the participants believed to experience more control over their pain after four weeks of using VR. Participants explained they were able to use VR whenever and wherever they desired and did not require the assistance of others in using it. VR was seen as a tool for pain distraction and relaxation. On top of this, it provided participants with the insights that they were able to deal with their pain daily, without simply undergoing it. “Yes, VR helps me to take control, to take an initiative to deal with my pain. Autonomy over my health, instead of always just waiting for the pain to come – 26 (F/27)”. Three participants even preferred VR therapy over therapy with a medical doctor, as the gamification demands attention instead of passive listening and, more important, does not judge the participants. At the same time, four participants felt to depend on the technology as it reduced control over the ‘real world’ and demanded to follow the program, instead of doing relaxation exercises at their own pace. To conclude, VR seems to be a promising tool for self-managing health. Self-management, however, does not imply that users should act on their own. All participants greatly valued instructions on the use of the technology before the start and liked the support and encouragement of the research team during use. Therefore, we recommend:
I can do it!: VR improves self-management of pain when patients are well supported on optimal use of the technology to increase their feelings of autonomy.
2.3.6 Social comfort
Social comfort was previously separated in the norms related to quality and quantity of contacts, and being taken seriously. VR affected the norms of quality contacts and being taken seriously and added a norm of not disturbing others. High-quality contact with others was negatively mediated as four participants missed an interaction in the virtual world. Half of the participants desired using the headset only when they were alone as that improved their ability to focus. “I consciously withdraw myself from my family. I have a place in my office upstairs. It helps me – 22 (M/39)”. Positive mediation of this norm was found for one participant who believed the headset to have improved her mood, which consequently improved her relationship with her children and spouse. Positive mediations were found for being taken seriously. Almost half of the participants felt the desire to share the VR experience and the corresponding pain education with others. Two participants, finally, greatly disliked disturbing others whilst playing VR. To conclude, our analysis shows that VR design could provide multiple opportunities to become more social:
VR as a social medium: VR provides the opportunity to improve the social contacts of patients. It could allow patients to meet peers, introduce a digital buddy, or allow relatives to empathize with the pain condition of patients.
2.3.7 Privacy
Participants were questioned on their opinion on the use of a dashboard for monitoring VR use from a distance. Various participants directly referred to their privacy, whilst this was not a value found before. Participants compared the dashboard to smart home assistants, a camera in the office, and social media profiles. Yet, none believed their privacy to be harmed. Instead, it was deemed beneficial: making VR more part of the pain treatment, reducing the need to visit the medical doctor personally, and having an external motivator to apply VR on a more regular basis. “That entire privacy nonsense. You want the doctor to help you. Data exchange is then only beneficial – 22 (M/39)”. These opinions show us that participants are willing to share personal data to improve their health.
Do not let privacy harness care: Patients should control the ability to exchange their VR usage data and pain experiences with their caregivers to obtain support in their virtual treatment.
2.3.8 Accessibility
Two norms were identified which introduced accessibility as a new value: costs of VR and technical knowledge. In this study, we aimed to make VR accessible: VR headsets were provided for free during the intervention period, and researchers provided support when needed. Nevertheless, accessibility still emerged as an important value. First, two participants desired to continue using VR. Yet, the costs of the headset and the monthly license costs were too high. “So, I asked the medical doctor, but I had to buy a headset myself. I cannot afford a VR headset, as I am unemployed. Look, I can save some money for buying a headset, but I cannot afford to pay a monthly license – 4 (F/32)”. Second, three participants indicated that the technical knowledge required to practice VR is a major barrier. Numerous participants referenced technical malfunctions, including a short battery period, inability to charge the device, inability to connect to Wi-Fi, poor vision, and a malfunctioning controller. The research team solved all artifacts. To ensure accessibility of future home-based VR use we recommend:
Accessible virtual care: Any patient should be able to try therapeutic VR. To enable this for any patient, research is necessary on reimbursement and sustainable support services.
2.3.9 Sensory comfort
This value only emerged when VR was used and includes comments on physical comfort, audio comfort, and visual comfort. Concerning physical comfort, thirteen participants had recommendations for improvement. Most disliked that the glasses of the headset quickly became fogged. Additionally, the headset was called heavy, pressing uncomfortably on the skin, pulling down on the head or being too tight on the head, and messing up one’s hair. Two participants were not able to wear their glasses in combination with the headset. One feared the headset would break her glasses: “I only wore my old glasses, because my current glasses are fragile. I am afraid they would break – 24 (F/52)”. Concerning the audiovisuals, most participants appreciated what they experienced. Nevertheless, half of them complained about the constant repetition of pain education, which was boring. Also, few participants had blurry sight. We would not regard sensory comfort as a moral value. It can better be seen as a design value affecting the willingness to use VR. Therefore, we recommend:
It’s all in the details: All sensory experiences should be considered in the design process to contribute to an optimal and coherent experience. This includes both VR software and hardware.
2.3.10 Spatial comfort
This value could also be seen as a design value. This value included all aspects related to comfort participants experience in using VR: having time to use VR, alignment to personal preferences, and joy in using VR. First, the ability participants had in finding a moment for themselves affected the use of VR. Some illustrated they just did not have time to use the headset because of their children or jobs. Others indicated it was difficult to accept they had to sit down during the day. The moment of use, consequently, really depended on the daily schedules of participants. In addition, personal preferences affected use. Nine appreciated continuing using the headset. For some because they liked to do the exercises regularly. Others valued having it at home in case of pain. The final norm, enjoyment, also affected spatial comfort. All participants indicated that using VR for four weeks became boring. Participants agreed on the need for more games, more education, and more competition. To conclude, this value shows how the context and preferences of participants affect willingness to use VR. Possibly, personalization of VR use and software might improve spatial comfort and thereby the other values:
Personalized technology: As each person has different needs, the personalization of software and usage details would optimize virtual treatment.