1
|
Moreno-Calderón S, Martínez-Cagigal V, Santamaría-Vázquez E, Pérez-Velasco S, Marcos-Martínez D, Hornero R. Combining brain-computer interfaces and multiplayer video games: an application based on c-VEPs. Front Hum Neurosci 2023; 17:1227727. [PMID: 37600556 PMCID: PMC10435322 DOI: 10.3389/fnhum.2023.1227727] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/23/2023] [Accepted: 07/21/2023] [Indexed: 08/22/2023] Open
Abstract
Introduction and objective Video games are crucial to the entertainment industry, nonetheless they can be challenging to access for those with severe motor disabilities. Brain-computer interfaces (BCI) systems have the potential to help these individuals by allowing them to control video games using their brain signals. Furthermore, multiplayer BCI-based video games may provide valuable insights into how competitiveness or motivation affects the control of these interfaces. Despite the recent advancement in the development of code-modulated visual evoked potentials (c-VEPs) as control signals for high-performance BCIs, to the best of our knowledge, no studies have been conducted to develop a BCI-driven video game utilizing c-VEPs. However, c-VEPs could enhance user experience as an alternative method. Thus, the main goal of this work was to design, develop, and evaluate a version of the well-known 'Connect 4' video game using a c-VEP-based BCI, allowing 2 users to compete by aligning 4 same-colored coins vertically, horizontally or diagonally. Methods The proposed application consists of a multiplayer video game controlled by a real-time BCI system processing 2 electroencephalograms (EEGs) sequentially. To detect user intention, columns in which the coin can be placed was encoded with shifted versions of a pseudorandom binary code, following a traditional circular shifting c-VEP paradigm. To analyze the usability of our application, the experimental protocol comprised an evaluation session by 22 healthy users. Firstly, each user had to perform individual tasks. Afterward, users were matched and the application was used in competitive mode. This was done to assess the accuracy and speed of selection. On the other hand, qualitative data on satisfaction and usability were collected through questionnaires. Results The average accuracy achieved was 93.74% ± 1.71%, using 5.25 seconds per selection. The questionnaires showed that users felt a minimal workload. Likewise, high satisfaction values were obtained, highlighting that the application was intuitive and responds quickly and smoothly. Conclusions This c-VEP based multiplayer video game has reached suitable performance on 22 users, supported by high motivation and minimal workload. Consequently, compared to other versions of "Connect 4" that utilized different control signals, this version has exhibited superior performance.
Collapse
Affiliation(s)
- Selene Moreno-Calderón
- Biomedical Engineering Group (GIB), E.T.S Ingenieros de Telecomunicación, University of Valladolid, Valladolid, Spain
| | - Víctor Martínez-Cagigal
- Biomedical Engineering Group (GIB), E.T.S Ingenieros de Telecomunicación, University of Valladolid, Valladolid, Spain
- Centro de Investigación Biomédica en Red en Bioingeniería, Biomateriales y Nanomedicina (CIBER-BBN), Madrid, Spain
| | - Eduardo Santamaría-Vázquez
- Biomedical Engineering Group (GIB), E.T.S Ingenieros de Telecomunicación, University of Valladolid, Valladolid, Spain
- Centro de Investigación Biomédica en Red en Bioingeniería, Biomateriales y Nanomedicina (CIBER-BBN), Madrid, Spain
| | - Sergio Pérez-Velasco
- Biomedical Engineering Group (GIB), E.T.S Ingenieros de Telecomunicación, University of Valladolid, Valladolid, Spain
- Centro de Investigación Biomédica en Red en Bioingeniería, Biomateriales y Nanomedicina (CIBER-BBN), Madrid, Spain
| | - Diego Marcos-Martínez
- Biomedical Engineering Group (GIB), E.T.S Ingenieros de Telecomunicación, University of Valladolid, Valladolid, Spain
- Centro de Investigación Biomédica en Red en Bioingeniería, Biomateriales y Nanomedicina (CIBER-BBN), Madrid, Spain
| | - Roberto Hornero
- Biomedical Engineering Group (GIB), E.T.S Ingenieros de Telecomunicación, University of Valladolid, Valladolid, Spain
- Centro de Investigación Biomédica en Red en Bioingeniería, Biomateriales y Nanomedicina (CIBER-BBN), Madrid, Spain
| |
Collapse
|
2
|
Fairclough SH, Stamp K, Dobbins C. Functional connectivity across dorsal and ventral attention networks in response to task difficulty and experimental pain. Neurosci Lett 2023; 793:136967. [PMID: 36379390 DOI: 10.1016/j.neulet.2022.136967] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/07/2022] [Revised: 11/09/2022] [Accepted: 11/10/2022] [Indexed: 11/15/2022]
Abstract
The dorsal and ventral attention networks (DAN & VAN) provide a framework for studying attentional modulation of pain. It has been argued that cognitive demand distracts attention from painful stimuli via top-down reinforcement of task goals (DAN), whereas pain exerts an interruptive effect on cognitive performance via bottom-up pathways (VAN). The current study explores this explanatory framework by manipulating pain and task demand in combination with functional near-infrared spectroscopy (fNIRS) and Granger Causal Connectivity Analyses (GCCA). Twenty-one participants played a racing game at low and high difficulty levels with or without experimental pain (administered via a cold pressor test). Six channels of fNIRS were collected from bilateral frontal eye fields and intraparietal sulci (DAN), with right-lateralised channels at the inferior frontal gyrus and temporoparietal junction (VAN). Our first analysis revealed increased G-causality from bottom-up pathways (VAN) during the cold pressor test. However, an equivalent experience of experimental pain during gameplay increased G-causality in top-down (DAN) pathways, with the left intraparietal sulcus serving a hub of connectivity. High game difficulty increased G-causality via top-down pathways and implicated the right inferior frontal gyrus as an interhemispheric hub. Our results are discussed with reference to existing models of both networks and attentional modulation of pain.
Collapse
Affiliation(s)
| | - Kellyann Stamp
- School of Computer Science and Mathematics, Liverpool John Moores University, UK
| | - Chelsea Dobbins
- School of Information Technology and Electrical Engineering, The University of Queensland, Australia
| |
Collapse
|
3
|
Fairclough SH, Dobbins C, Stamp K. Classification of Game Demand and the Presence of Experimental Pain Using Functional Near-Infrared Spectroscopy. FRONTIERS IN NEUROERGONOMICS 2021; 2:695309. [PMID: 38235227 PMCID: PMC10790923 DOI: 10.3389/fnrgo.2021.695309] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 04/14/2021] [Accepted: 12/02/2021] [Indexed: 01/19/2024]
Abstract
Pain tolerance can be increased by the introduction of an active distraction, such as a computer game. This effect has been found to be moderated by game demand, i.e., increased game demand = higher pain tolerance. A study was performed to classify the level of game demand and the presence of pain using implicit measures from functional Near-InfraRed Spectroscopy (fNIRS) and heart rate features from an electrocardiogram (ECG). Twenty participants played a racing game that was configured to induce low (Easy) or high (Hard) levels of demand. Both Easy and Hard levels of game demand were played with or without the presence of experimental pain using the cold pressor test protocol. Eight channels of fNIRS data were recorded from a montage of frontal and central-parietal sites located on the midline. Features were generated from these data, a subset of which were selected for classification using the RELIEFF method. Classifiers for game demand (Easy vs. Hard) and pain (pain vs. no-pain) were developed using five methods: Support Vector Machine (SVM), k-Nearest Neighbour (kNN), Naive Bayes (NB) and Random Forest (RF). These models were validated using a ten fold cross-validation procedure. The SVM approach using features derived from fNIRS was the only method that classified game demand at higher than chance levels (accuracy = 0.66, F1 = 0.68). It was not possible to classify pain vs. no-pain at higher than chance level. The results demonstrate the viability of utilising fNIRS data to classify levels of game demand and the difficulty of classifying pain when another task is present.
Collapse
Affiliation(s)
| | - Chelsea Dobbins
- School of Information Technology and Electrical Engineering, The University of Queensland, Brisbane, QLD, Australia
| | - Kellyann Stamp
- School of Computer Science and Mathematics, Liverpool John Moores University, Liverpool, United Kingdom
| |
Collapse
|
4
|
Abstract
As the field of games for health continues to gain momentum, it is crucial to document the field's scale of growth, identify design patterns, and to address potential design issues for future health game development. Few studies have explored the attributes and usability features of games for health as a whole over time. We offer the first comprehensive systematic content analysis of digital games for health by examining 1743 health games released between 1983 and 2016 in 23 countries extracted from nine international English health game databases and directories. The majority of these games were developed in the United States (67.18%) and France (18.59%). The most popular platforms included web browsers (72.38%) and Windows (14.41%). Approximately four out of five (79.12%) of the games were available at no cost. We coded 1553 accessible games for an in-depth analysis and further assessed 1303 for usability. Popular health topics represented included: cognitive training (37.41%), indirect health education (13.33%), and medical care provision (9.98%). Most games (75.66%) could be completed within 60 minutes. The main game usability problems identified included a lack of customization, nonskippable contents, and a lack of feedback and instruction to the players. While most of the usability problems have improved as did the software and hardware technology, the players' ability to skip nonplayable contents has become slightly more restricted overtime. Comparison with game efficacy publications suggested that a further understanding of the scope for games for health is needed on a global level.
Collapse
Affiliation(s)
- Amy Shirong Lu
- Health Technology Laboratory, Department of Communication Studies, College of Arts, Media & Design, Bouvé College of Health Sciences, Northeastern University, Boston, Massachusetts
| | - Hadi Kharrazi
- Department of Health Policy and Management, Bloomberg School of Public Health, Johns Hopkins University, Baltimore, Maryland
| |
Collapse
|
5
|
Dangers L, Laviolette L, Georges M, Gonzalez-Bermejo J, Rivals I, Similowski T, Morelot-Panzini C. Relieving dyspnoea by non-invasive ventilation decreases pain thresholds in amyotrophic lateral sclerosis. Thorax 2016; 72:230-235. [PMID: 27507899 DOI: 10.1136/thoraxjnl-2016-208544] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/26/2016] [Revised: 07/11/2016] [Accepted: 07/16/2016] [Indexed: 01/12/2023]
Abstract
BACKGROUND Dyspnoea is a threatening sensation of respiratory discomfort that presents many similarities with pain. Experimental dyspnoea in healthy subjects induces analgesia. This 'dyspnoea-pain counter-irritation' could, in reverse, imply that relieving dyspnoea in patients with chronic respiratory diseases would lower their pain thresholds. METHODS We first determined pressure pain thresholds in 25 healthy volunteers (22-31 years; 13 men; handheld algometer), during unloaded breathing (BASELINE) and during inspiratory threshold loading (ITL). Two levels of loading were used, adjusted to induce dyspnoea self-rated at 60% or 80% of a 10 cm visual analogue scale (ITL6 and ITL8). 18 patients with chronic respiratory failure due to amyotrophic lateral sclerosis (ALS) were then studied during unassisted breathing and after 30 and 60 min of non-invasive ventilation-NIV30 and NIV60-(same dyspnoea evaluation). RESULTS In healthy volunteers, pressure pain thresholds increased significantly in the deltoid during ITL6 (p<0.05) and ITL8 (p<0.05) and in the trapezius during ITL8 (p<0.05), validating the use of pressure pain thresholds to study dyspnoea-pain counter-irritation. In patients with ALS, the pressure pain thresholds measured in the deltoid during unassisted breathing decreased by a median of 24.5%-33.0% of baseline during NIV30 and NIV60 (p<0.05). CONCLUSION Relieving dyspnoea by NIV in patients with ALS having respiratory failure is associated with decreased pressure pain thresholds. Clinical implications have yet to be determined, but this observation suggests that patients with ALS could become more susceptible to pain after the institution of NIV, hence the need for reinforced attention towards potentially painful diagnostic and therapeutic interventions.
Collapse
Affiliation(s)
- Laurence Dangers
- Sorbonne Universités, UPMC Univ Paris 06, INSERM, UMRS1158 Neurophysiologie respiratoire expérimentale et clinique, Paris, France.,Groupe Hospitalier Pitié-Salpêtrière Charles Foix, Service de Pneumologie et Réanimation Médicale (Département 'R3S'), AP-HP, Paris, France
| | - Louis Laviolette
- Sorbonne Universités, UPMC Univ Paris 06, INSERM, UMRS1158 Neurophysiologie respiratoire expérimentale et clinique, Paris, France.,Centre de recherche de l'Institut Universitaire de Cardiologie et de Pneumologie de Québec (CRIUCPQ), Québec, Canada
| | - Marjolaine Georges
- Sorbonne Universités, UPMC Univ Paris 06, INSERM, UMRS1158 Neurophysiologie respiratoire expérimentale et clinique, Paris, France.,Groupe Hospitalier Pitié-Salpêtrière Charles Foix, Service de Pneumologie et Réanimation Médicale (Département 'R3S'), AP-HP, Paris, France
| | - Jésus Gonzalez-Bermejo
- Sorbonne Universités, UPMC Univ Paris 06, INSERM, UMRS1158 Neurophysiologie respiratoire expérimentale et clinique, Paris, France.,Groupe Hospitalier Pitié-Salpêtrière Charles Foix, Service de Pneumologie et Réanimation Médicale (Département 'R3S'), AP-HP, Paris, France
| | - Isabelle Rivals
- Sorbonne Universités, UPMC Univ Paris 06, INSERM, UMRS1158 Neurophysiologie respiratoire expérimentale et clinique, Paris, France.,Ecole Supérieure de Physique et de Chimie de la Ville de Paris, Paris, France
| | - Thomas Similowski
- Sorbonne Universités, UPMC Univ Paris 06, INSERM, UMRS1158 Neurophysiologie respiratoire expérimentale et clinique, Paris, France.,Groupe Hospitalier Pitié-Salpêtrière Charles Foix, Service de Pneumologie et Réanimation Médicale (Département 'R3S'), AP-HP, Paris, France
| | - Capucine Morelot-Panzini
- Sorbonne Universités, UPMC Univ Paris 06, INSERM, UMRS1158 Neurophysiologie respiratoire expérimentale et clinique, Paris, France.,Groupe Hospitalier Pitié-Salpêtrière Charles Foix, Service de Pneumologie et Réanimation Médicale (Département 'R3S'), AP-HP, Paris, France
| |
Collapse
|
6
|
Terrighena EL, Shao R, Lee TMC. Impact of concurrent cognitive processing on cold pain perception: Implications for pain management and its neurobiological basis. APPLIED NEUROPSYCHOLOGY-ADULT 2016; 24:81-91. [PMID: 27078504 DOI: 10.1080/23279095.2015.1100618] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
Abstract
Findings for heat pain have shown consistent pain attenuation through concurrent cognitive task completion; but only a minimal amount of studies have explored that for cold pain. This study investigated the direct impact of two well-established cognitive tasks on cold pain tolerance. In a within-subject design, 36 female Hong Kong locals were required to complete a baseline pain tolerance measurement, induced by the well-established Cold Pressor Test. This was followed by the counterbalanced presentation of the Colour Stroop or the Judgment of Line Orientation task with and without concurrent pain administration. As suggested by the Limited Capacity, Multiple Resource, and Cognitive-Affective Models, participants were expected to tolerate pain for significantly longer durations when they perform either concurrent Colour Stroop or concurrent Judgment of Line Orientation tasks compared to baseline measures with no concurrent task. The findings clearly indicated increased pain tolerance times during task completion compared with baseline measures, providing support for the a-priori hypothesis. The results contribute to existing literature by confirming increased cold pain tolerance during selective attention to cognitive tasks and extending this finding to tasks previously established in heat pain but not for cold pain research.
Collapse
Affiliation(s)
- Esslin L Terrighena
- a Laboratory of Neuropsychology , The University of Hong Kong , Hong Kong , Hong Kong Special Administrative Region of the People's Republic of China.,b Laboratory of Social Cognitive Affective Neuroscience , The University of Hong Kong , Hong Kong , Hong Kong Special Administrative Region of the People's Republic of China
| | - Robin Shao
- a Laboratory of Neuropsychology , The University of Hong Kong , Hong Kong , Hong Kong Special Administrative Region of the People's Republic of China.,b Laboratory of Social Cognitive Affective Neuroscience , The University of Hong Kong , Hong Kong , Hong Kong Special Administrative Region of the People's Republic of China
| | - Tatia M C Lee
- a Laboratory of Neuropsychology , The University of Hong Kong , Hong Kong , Hong Kong Special Administrative Region of the People's Republic of China.,b Laboratory of Social Cognitive Affective Neuroscience , The University of Hong Kong , Hong Kong , Hong Kong Special Administrative Region of the People's Republic of China.,c The State Key Laboratory of Brain and Cognitive Sciences , The University of Hong Kong , Hong Kong , Hong Kong Special Administrative Region of the People's Republic of China.,d Institute of Clinical Neuropsychology , The University of Hong Kong , Hong Kong , Hong Kong Special Administrative Region of the People's Republic of China
| |
Collapse
|
7
|
Erpelding N, Davis KD. Neural underpinnings of behavioural strategies that prioritize either cognitive task performance or pain. Pain 2013; 154:2060-2071. [PMID: 23792281 DOI: 10.1016/j.pain.2013.06.030] [Citation(s) in RCA: 53] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/24/2013] [Revised: 06/03/2013] [Accepted: 06/17/2013] [Indexed: 11/16/2022]
Abstract
We previously discovered that when faced with a challenging cognitive task in the context of pain, some people prioritize task performance, while in others, pain results in poorer performance. These behaviours, designated respectively as A- and P-types (for attention dominates vs pain dominates), may reflect pain coping strategies, resilience or vulnerabilities to develop chronic pain, or predict the efficacy of treatments such as cognitive behavioural therapy. Here, we used a cognitive interference task and pain stimulation in 80 subjects to interrogate psychophysical, psychological, brain structure and function that distinguish these behavioural strategies. During concurrent pain, the A group exhibited faster task reaction times (RTs) compared to nonpain trials, whereas the P group had slower RTs during pain compared to nonpain trials, with the A group being 143 ms faster than the P group. Brain imaging revealed structural and functional brain features that characterized these behavioural strategies. Compared to the performance-oriented A group, the P group had (1) more gray matter in regions implicated in pain and salience (anterior insula, anterior midcingulate cortex, supplementary motor area, orbitofrontal cortex, thalamus, caudate), (2) greater functional connectivity in sensorimotor and salience resting-state networks, (3) less white matter integrity in the internal and external capsule, anterior thalamic radiation and corticospinal tract, but (4) were indistinguishable based on sex, pain sensitivity, neuroticism, and pain catastrophizing. These data may represent neural underpinnings of how task performance vs pain is prioritized and provide a framework for developing personalized pain therapy approaches that are based on behaviour-structure-function organization.
Collapse
Affiliation(s)
- Nathalie Erpelding
- Division of Brain, Imaging, and Behaviour-Systems Neuroscience, Toronto Western Research Institute, University Health Network, Toronto, Ontario, Canada Institute of Medical Science, University of Toronto, Toronto, Ontario, Canada Department of Surgery, University of Toronto, Toronto, Ontario, Canada
| | | |
Collapse
|
8
|
Loreto-Quijada D, Gutiérrez-Maldonado J, Gutiérrez-Martínez O, Nieto R. Testing a virtual reality intervention for pain control. Eur J Pain 2013; 17:1403-10. [DOI: 10.1002/j.1532-2149.2013.00316.x] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 03/16/2013] [Indexed: 11/08/2022]
Affiliation(s)
- D. Loreto-Quijada
- Department of Personality; Assessment, and Psychological Treatments; University of Barcelona; Spain
| | - J. Gutiérrez-Maldonado
- Department of Personality; Assessment, and Psychological Treatments; University of Barcelona; Spain
| | | | - R. Nieto
- PSiNET Research Group; Internet Interdisciplinary Institute (IN3); Universitat Oberta de Catalunya; Barcelona; Spain
| |
Collapse
|
9
|
Schoene D, Lord SR, Delbaere K, Severino C, Davies TA, Smith ST. A randomized controlled pilot study of home-based step training in older people using videogame technology. PLoS One 2013; 8:e57734. [PMID: 23472104 PMCID: PMC3589451 DOI: 10.1371/journal.pone.0057734] [Citation(s) in RCA: 149] [Impact Index Per Article: 13.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/27/2012] [Accepted: 01/24/2013] [Indexed: 11/17/2022] Open
Abstract
Background Stepping impairments are associated with physical and cognitive decline in older adults and increased fall risk. Exercise interventions can reduce fall risk, but adherence is often low. A new exergame involving step training may provide an enjoyable exercise alternative for preventing falls in older people. Purpose To assess the feasibility and safety of unsupervised, home-based step pad training and determine the effectiveness of this intervention on stepping performance and associated fall risk in older people. Design Single-blinded two-arm randomized controlled trial comparing step pad training with control (no-intervention). Setting/Participants Thirty-seven older adults residing in independent-living units of a retirement village in Sydney, Australia. Intervention Intervention group (IG) participants were provided with a computerized step pad system connected to their TVs and played a step game as often as they liked (with a recommended dose of 2–3 sessions per week for 15–20 minutes each) for eight weeks. In addition, IG participants were asked to complete a choice stepping reaction time (CSRT) task once each week. Main Outcome Measures CSRT, the Physiological Profile Assessment (PPA), neuropsychological and functional mobility measures were assessed at baseline and eight week follow-up. Results Thirty-two participants completed the study (86.5%). IG participants played a median 2.75 sessions/week and no adverse events were reported. Compared to the control group, the IG significantly improved their CSRT (F31,1 = 18.203, p<.001), PPA composite scores (F31,1 = 12.706, p = 0.001), as well as the postural sway (F31,1 = 4.226, p = 0.049) and contrast sensitivity (F31,1 = 4.415, p = 0.044) PPA sub-component scores. In addition, the IG improved significantly in their dual-task ability as assessed by a timed up and go test/verbal fluency task (F31,1 = 4.226, p = 0.049). Conclusions Step pad training can be safely undertaken at home to improve physical and cognitive parameters of fall risk in older people without major cognitive and physical impairments. Trial Registration Australian New Zealand Clinical Trials Registry ACTRN12611001081909.
Collapse
Affiliation(s)
- Daniel Schoene
- Falls and Balance Research Group, Neuroscience Research Australia, Sydney, New South Wales, Australia
| | | | | | | | | | | |
Collapse
|
10
|
Abstract
Swearing produces a pain lessening (hypoalgesic) effect for many people; an emotional response may be the underlying mechanism. In this paper, the role of manipulated state aggression on pain tolerance and pain perception is assessed. In a repeated-measures design, pain outcomes were assessed in participants asked to play for 10 minutes a first-person shooter video game vs a golf video game. Sex differences were explored. After playing the first-person shooter video game, aggressive cognitions, aggressive affect, heart rate, and cold pressor latency were increased, and pain perception was decreased. These data indicate that people become more pain tolerant with raised state aggression and support our theory that raised pain tolerance from swearing occurs via an emotional response.
Collapse
|
11
|
Swearing as a Response to Pain—Effect of Daily Swearing Frequency. THE JOURNAL OF PAIN 2011; 12:1274-81. [DOI: 10.1016/j.jpain.2011.09.004] [Citation(s) in RCA: 41] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/04/2011] [Revised: 08/31/2011] [Accepted: 09/08/2011] [Indexed: 11/23/2022]
|
12
|
Campbell CM, Bounds SC, Simango MB, Witmer KR, Campbell JN, Edwards RR, Haythornthwaite JA, Smith MT. Self-reported sleep duration associated with distraction analgesia, hyperemia, and secondary hyperalgesia in the heat-capsaicin nociceptive model. Eur J Pain 2010; 15:561-7. [PMID: 21194997 DOI: 10.1016/j.ejpain.2010.11.014] [Citation(s) in RCA: 23] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/12/2010] [Revised: 11/15/2010] [Accepted: 11/29/2010] [Indexed: 01/20/2023]
Abstract
Although sleep deprivation is known to heighten pain sensitivity, the mechanisms by which sleep modifies nociception are largely unknown. Few studies of sleep-pain interactions have utilized quantitative sensory testing models that implicate specific underlying physiologic mechanisms. One possibility, which is beginning to receive attention, is that differences in sleep may alter the analgesic effects of distraction. We utilized the heat-capsaicin nociceptive model to examine whether self-reported habitual sleep duration is associated with distraction analgesia, the degree of secondary hyperalgesia and skin flare, markers implicating both central and peripheral processes that heighten pain. Twenty-eight healthy participants completed three experimental sessions in a randomized within subjects design. In the pain only condition, pain was induced for approximately 70-min via application of heat and capsaicin to the dorsum of the non-dominant hand. Verbal pain ratings were obtained at regular intervals. In the distraction condition, identical procedures were followed, but during heat-capsaicin pain, subjects played a series of video games. The third session involved assessing performance on the video games (no capsaicin). Participants indicated their normal self-reported habitual sleep duration over the past month. Individuals who slept less than 6.5 h/night in the month prior to the study experienced significantly less behavioral analgesia, increased skin flare and augmented secondary hyperalgesia. These findings suggest that reduced sleep time is associated with diminished analgesic benefits from distraction and/or individuals obtaining less sleep have a reduced ability to disengage from pain-related sensations. The secondary hyperalgesia finding may implicate central involvement, whereas enhanced skin flare response suggests that sleep duration may also impact peripheral inflammatory mechanisms.
Collapse
Affiliation(s)
- Claudia M Campbell
- Department of Psychiatry and Behavioral Sciences, Johns Hopkins University School of Medicine, Baltimore, MD 21224, USA.
| | | | | | | | | | | | | | | |
Collapse
|
13
|
Performance-dependent inhibition of pain by an executive working memory task. Pain 2010; 149:19-26. [PMID: 20129735 DOI: 10.1016/j.pain.2009.10.027] [Citation(s) in RCA: 183] [Impact Index Per Article: 13.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/01/2009] [Revised: 10/22/2009] [Accepted: 10/30/2009] [Indexed: 11/21/2022]
Abstract
It is widely assumed that distraction reduces pain. Similarly, it is assumed that pain distracts from concurrent, unrelated cognitive processing, reducing performance on difficult tasks. Taken together, these assumptions suggest pain processing and cognitive function engage an overlapping set of domain-general, capacity-limited mental resources. However, experimental tests of this proposal have yielded mixed results, leading to alternative proposals that challenge the common model of a bidirectional relationship between concurrent pain and task performance. We tested these contrasting positions using a novel concurrent pain and executive working memory paradigm. Both task difficulty and nociceptive stimulus intensity were individually calibrated for each participant. Participants reported less pain during the working memory task than a visually matched control condition. Conversely, increasing levels of heat incrementally reduced task performance. Path analyses showed that variations in pain completely mediated this effect, and that even within a given heat level, trial-by-trial fluctuations in pain predicted decrements in performance. In sum, these findings argue that overlapping cognitive resources play a role in both pain processing and executive working memory. Future studies could use this paradigm to understand more precisely which components of executive function or other cognitive resources contribute to the experience of pain.
Collapse
|