The treatment of phantom limb pain using immersive virtual reality: three case studies.
OBJECTIVE
This paper describes the design and implementation of a case study based investigation using immersive virtual reality as a treatment for phantom limb pain.


METHODS
Three participants who experienced phantom limb pain (two with an upper-limb amputation, and one with a lower-limb amputation) took part in between 2 and 5 immersive virtual reality (IVR) sessions over a 3-week period. The movements of participants' anatomical limbs were transposed into the movements of a virtual limb, presented in the phenomenal space of their phantom limb.


RESULTS
Preliminary qualitative findings are reported here to assess proof of principle for this IVR equipment. All participants reported the transferal of sensations into the muscles and joints of the phantom limb, and all participants reported a decrease in phantom pain during at least one of the sessions.


CONCLUSIONS
The authors suggest the need for further research using control trials.
Murray
Craig D
CD
School of Psychological Sciences, University of Manchester, Manchester, UK. craig.murray-2@manchester.ac.uk
Pettifer
Stephen
S
Howard
Toby
T
Patchick
Emma L
EL
Caillette
Fabrice
F
Kulkarni
Jai
J
Bamford
Candy
C
D000368:Aged; D000674:Amputees / Q000523:psychology / Q000534:rehabilitation*; D006801:Humans; D008297:Male; D008875:Middle Aged; D010146:Pain / Q000517:prevention & control* / Q000523:psychology; D010591:Phantom Limb / Q000517:prevention & control / Q000523:psychology / Q000628:therapy*; D013813:Therapy, Computer-Assisted / Q000379:methods*; D014584:User-Computer Interface