Professional Documents
Culture Documents
Aurora Nelson
Addressing the phantom pain that a majority of amputees experience is a challenge that
continues to this day. For these patients, there is a wide array of complications associated not
only with amputation, but with finding ways to return to normal life and reduce pain. New
developments in augmented or virtual reality attempt to provide two major solutions: a method
of reducing phantom limb pain, and increasing the ease with which amputees can transition to
The twofold benefits of this treatment would be invaluable in improving the lives of
patients. This form of treatment shows promise as a more successful alternative to mirror box
therapy. However, despite the success so far in researching this concept, most studies have been
small, with researchers consisting stating that further work needs to be done. I argue that in order
to make virtual reality treatments possible for more patients, larger case studies need to be
performed, and newer technologies explored. I also explore connections between studies that
could be useful for future developments, and point out several challenge that need to be
The estimation of what percentage of individuals experience phantom limb pain varies
from study to study, but a common estimate, as mentioned by Alphonso et al. (2005) is that
phantom limb pain occurs in as many as 80% of amputees. Other studies have put this number
even higher. In a study by Brodie et al. (2003), 95% of the subjects reported phantom limb pain.
However, despite the conflict between these numbers, they all suggest that a high majority of
Whatever the true percentage may be, it is clearly important that we find ways to help
individuals who are suffering. Overcoming the limitations imposed by loss of a limb, whether
through learning to use a prosthetic or by other methods, becomes more of a challenge when the
patient is suffering. An ideal pain treatment would allow a patient to make a quicker recovery
and more rapidly figure out what will work best for them in navigating their life.
Unfortunately, addressing phantom limb pain has been a major challenge for the medical
field. Over the years, attempted treatments have ranged from analgesic drugs and temporary
anesthetics to antidepressants and psychological treatments (Cole et al., 2009). Even surgeries
have been attempted. None of these have yielded any promising results. According to Brodie et
al., as of 2012, more than 68 different treatment strategies had been reported. While these
strategies claim effectiveness, studies show their success rates are poor in reality and rarely
Brodie et al. (2012) also stated, “Additionally, the majority of treatment studies in this
area suffer from significant methodological weaknesses as the published literature has mainly
consisted of single‐group designs, clinical commentaries and case studies, with very few
randomized controlled clinical trials.” Research is scattered and inconsistent, and each patient
has a different experience attempting treatments. Plus, the added uncertainty around the exact
cause of phantom limb pain or how it works makes it harder to determine the best approach to
treating it.
With lack of viable treatment options, many took into consideration what risk factors
might be playing a role in phantom limb pain, in hopes of reducing a patient’s likelihood of
suffering. It is generally believed that early use of prosthetics reduced phantom limb pain.
Interestingly, some studies have made claims in conflict with this idea. A 2010 study analyzed
the relationship between phantom pain and prosthetic use for their subjects, and “no association
between phantom pain and prosthetic use was found” (Bosmans et al., 2010). Of course, even if
this is the case, virtual reality therapies could still be highly beneficial in not only helping a
patient transition to a prosthetic limb, but reduce pain even without one.
Bosmans et al. (2010) also reference another study in which “it was found that not
phantom pain but phantom limb awareness may be influenced by the frequent use of a functional
prosthesis.” However, the small sample size for this study should be noted, although its
contribution to the research into factors associated with limb pain is important. Clearly,
correlation between a variety of patient characteristics and phantom limb pain is a complex
This question of whether or not early prosthetic use combats phantom pain does not
negate the potential value of wider use of virtual reality technology. The improvement in
developing prosthetics will help patients return to normal life quicker, and virtual reality
treatments have shown promise in treating pain even without taking prosthetic limbs into
account.
Prosthetic limbs should be given more consideration when setting up these studies in the
future. As I will address later, there is a potential relationship between technology used to
generate phantom limbs in immersive virtual environments, and other studies exploring robotic
prosthetic limbs. However, if virtual reality does prove to be the best option for treating phantom
pain, it would also be valuable to patients who are not using prosthetics.
The concept of using virtual reality is based on mirror box therapy, and hopes to address
some of the major drawbacks to using a mirror box to treat pain. Mirror box therapy was first
proposed by Ramachandran et al. in the 1990s, and has since become one of the most influential
Mirror box therapy involves the use of a mirror to create the visual illusion of the limb
the patient had amputated. As the normal limb is moved, the phantom is reflected and induces
sensation of movement. This was demonstrated to relieve painful, involuntary spasms in subjects
(Cole, 2008). An interesting note is that patients who saw success were those seen within seven
months of amputation, while those attempted this treatment later did not experience the same
effect.
In contrast to claims of the mirror box’s effectiveness in treating phantom limb pain,
Brodie et al. suggest in 2012 that while the mirror condition helped subjects control their
phantom limb, it was not sufficient for relief of pain. Whether or not a patient feels this method
can successfully treat their pain, the mirror box has several obvious limitations. As Murray et al.
(2007) point out, the mirror box requires the patient to remain in roughly the same position
throughout the exercise. The patient also has to focus on keeping their phantom limb
synchronized with movements of their normal limb (Herrador et al., 2017). It’s a very delicate
solution that lacks flexibility, the illusion is easy to disrupt, and the relief is short-term. This is
although suggestions have been made. Some suggest they help to correct the imbalance between
motor and sensory systems, while others believe the therapies the pain relief results from
changing the perception of the limb itself, possibly making it nothing more than a “distraction
therapy” (Herrador et al., 2017), which has been addressed in some research studies, but no
Ambron et al. (2018) state their belief that these visual therapies, along with other
treatments, “attempt to normalize the cortical representation of the missing limb and improve the
correspondence between actual and predicted sensory feedback.” This does work with many of
the leading theories about the causes of phantom limb pain. If we can build a stronger
understanding of the physiological mechanisms behind phantom pain and visual therapies, it
could lead to better methods of setting up these therapies. It may even lead us to alternative
2009 saw some of the earlier studies presenting the idea of using virtual reality, along
with motion capture technology, to improve upon the concept of mirror box therapy. One
example, described by Cole et al. (2009) used this technology to capture motion data “directly
from a patient’s stump (rather than using the opposite remaining limb) and then transforms it into
goal directed, virtual action enacted by an avatar in a VR environment.” Other studies take
movements of the intact limb and transfer them into the virtual limb environment in a
There are pros and cons wide variety within virtual reality therapies. Each patient is
different, and some may find certain methods more effective than others. Different studies could
be done to determine which methods typically work best, which may also contribute to our
But, with so many options to explore, a patient’s treatment options quickly become
complicated. It is unrealistic to try all of them, and there could be other factors impacting varying
success between protocols. Untangling the web of different types of virtual reality, different
equipment setups, and advancements in technology will take time and far more research than has
been done.
Virtual reality comes with options and techniques that are impossible with a mirror box,
such as playing games and performing tasks with the generated phantom limb. These immersive
environments are an important improvement over the mirror box setup. It also offers a more
realistic experience in regard to asymmetry. Mirror box methods generate a phantom limb that is
identical (albeit reversed) the normal limb, which makes the illusion more difficult to believe.
Evidence points to these features being key for the patient’s improvement.
But, while most subjects did see improvement, studies so far have had small sample
sizes. Most research papers in this field end with the authors suggesting larger studies be done,
partially because patient experiences can vary greatly. One patient who found no success with a
mirror box later found that attempting a virtual reality system instead reduced their pain
(Ambron et al., 2018). This further indicates that we should be careful not to focus in on one
specific method too quickly. Another downside of these small sample sizes is they could
misrepresent the population as a whole when it comes to different virtual reality therapies. A
therapy that appears ineffective in a study may have major benefits to many patients who weren’t
included.
In regards to asymmetry, it should be noted that there are some virtual reality studies that
did not offer much improvement over the mirror box. Some generated a phantom limb based off
of the opposite limb which was still present. Because many physical activities do not result in
allowed later studies to instead generate a limb based on activity from sensors on the patient’s
stump.
The possibilities for advancements in the field of prosthetics is also important. Prosthetic
limbs bring another range of complications to the equation. In the early 1990s, it was believed
that only 70% of upper limb amputees who had the capability to use a prothesis would actually
do so, despite the prominent suggestion that fitting for a prosthetic limb within a month of
amputation would greatly improve a patient’s prospects for a successful outcome, and potentially
However, there are financial costs to attaining a prosthetic limb. Not only does the patient
have to pay for the limb itself, but they also generally need help from a physical therapist to train
how to use it (Pinzur et al., 1994). Should virtual reality therapies be implemented in assisting
patients transition to a prothesis, this would also need to be taken into account. But financial
burdens and improving access to medical care is another wide and complex issue that would
Pinzur et al. (1994) to perform their study on the use of myoelectric prosthetic limb fitting, and
suggest that this could lead to more patients successfully making use of prosthetic limbs. This
provides a basis for further research into advanced methods for fitting patients with prosthetics.
In 2005, Dhillon et al. performed a study on the belief that many issues with prosthetics could be
addressed through use of a direct neural interface with nerve fibers, allowing transfer of feedback
information through sensory pathways originally associated with the missing limb. This could
potentially make use of signals that are generated by the patient attempting to move the missing
limb.
Dhillon et al., (2005) concluded that their results were promising, and any needed
improvements were possible with existing technology. However, challenges could come from
areas such as weight and power supply. Further research on myoelectric protheses was done by
Atzori et al. in 2016. These prostheses have developed to be able to enable patients who have
had transradial amputations to perform some movements through the use of pattern-recognition
revealed several studies where subjects were able to achieve over 90% accuracy. These results
could easily allow a patient to achieve control of a robotic hand with precision and flexibility
More evaluation should be done between these kinds of results and clinical variables of
the patient. Atzori et al. (2016) suggest that factors such as remaining forearm percentage,
phantom limb sensation intensity, and time since amputation should be addressed. They believe
that these parameters could be used to improve surgical guidelines, and determine the best
procedures to improve a patient’s future prospects for successful integration of prosthetic limbs,
I also feel there is somewhat of a disconnect between these types of studies relating to
prosthetic limbs, and research regarding virtual reality. If connections could be made between
the technology used to impose a phantom limb in a virtual environment, and the procedure to
collect these movement signals from the patient, advancements could lead to better prosthetics
Additionally, there is already evidence that virtual reality is helping some patients with
their current prosthetics. A 2018 study by Ambron et al. that had subjects participate in virtual
reality treatment sessions recorded success with reducing pain treatment over time. They also
experienced the added effect of improved overall activity. After only two sessions, one of the
subjects used their lower-limb prosthesis to walk to a local store for the first time. This
promising example, compounded with the study’s small sample size and the inability (for
varying reasons) of the subjects to continue with treatment long term, is more strong reasoning
It could be suggested that part of this improvement comes from the visual therapy’s
improvement of a sense of agency and a patient’s body image, in addition to any pain reduction.
In fact, several subjects in a 2009 study (Cole et al.) found the virtual system “more enabling of
agency” than their prosthetic limbs. It is suggested that the heaviness of a prosthesis is a
contributing factor to the difficult a patient has in assimilating it into their body image. Hence, an
Cole et al. (2009) also suggest that there is more to virtual reality than a “distraction
effect.” Pain relief was described as being greater than patient’s experienced with simple
distraction. Each individual experience varied. It was noted that different attitudes toward the
virtual reality system likely played a role in pain control. Because this would suggest that virtual
reality is not as viable an option for patients who are not open to new technology, ways of
than later. They state, “Subjects seen sooner after amputation and the development of PLP may
gain agency and analgesia more easily.” If there are other factors at play, further research would
need to be done. Careful consideration of as many clinical variables as possible would be ideal
More recently, in 2016, Osumi et al. offered more evidence of virtual reality’s success in
restoring voluntary movement representations and reducing phantom limb pain, as well as
pointing out another important benefit: helping patients maintain motivation to continue with
their rehabilitation. The virtual reality sessions in this study were only ten minutes long. Osumi
et al. believe that this treatment is not very physically or psychologically demanding, another
benefit. If steps could be taken to reduce what demand there is, patients may see even greater
improvement.
Dunn et al. evaluated several virtual and augmented reality studies in 2017, and point out
several of the drawbacks to the consistently positive findings: inconsistencies between protocols,
difficulty in quantifying how much pain reduction may simply be due to distraction, low levels
of evidence, and generally small sample sizes. Many research papers cover case studies
Other potential challenges include simulator sickness from use of virtual reality
technology, but there is only one noted case of this (Dunn et al., 2017). Still, it is something to be
considered, especially in attempts to make virtual reality systems accessible to every patient.
Another possible accessibility issue is the cost. Studies have suggested that associated costs are
decreasing, but these claims are yet to be fully proven (Dunn et al., 2017). Any steps that could
when they need to, on their schedules, an at-home virtual reality system needs to be developed.
Not only would this be far more convenient, but it would reduce some of the physical and
psychological demand mentioned earlier. Rather than worrying about scheduling appointments
and traveling to the virtual reality setup, patients would be able to access it whenever they
needed.
Virtual reality technology is already fairly accessible to the general public. All that is
really needed, besides further research studies, is a way to incorporate the needed technology for
generation of a phantom limb in the virtual environment. Costs are likely the biggest obstacle,
although I would argue that making it easy for the patient to set up and enter the immersive
While virtual reality technology is a promising alternative to mirror box therapy, research
has consistently failed to fully address its potential, and more work is needed. Larger sample
sizes, along with careful analysis of factors that may affect a patient’s success, should be used
going forward. Certain risk factors may reduce a patient’s chances of experiencing phantom limb
pain in the first place, which may lower the number who would want to use virtual reality
technology. This would be beneficial in reducing costs, but steps may need to be taken in other
areas of the healthcare system to address financial burdens. Because there is some conflict in
research regarding what factors make phantom pain more likely, further research should be done
Efforts should also be made in improving both virtual reality technology and prosthetics,
ideally reducing costs and increasing accessibility for patients. If these steps are taken, virtual
reality technology has the potential to both reduce a patient’s phantom limb pain, and help them
transition to better prosthetics. Overall, this technology could greatly improve the lives of many,
and help them transition to a more normal life than they might otherwise have.
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