Virtual Reality (VR) is the New Remedy For Pain that cost only $180 per year

A research conducted almost a decade ago by the University of Barcelona’s 77 psychology students included Virtual Reality (VR) to help alleviate pain.

A group of students wearing stereoscopic 3D glasses immersed their hands in an ice bath maintained at 42 degrees Fahrenheit while seeing animated virtual reality visuals.

A two-test group, along with a control group, was formed.

While weird cubist shapes appeared on a computer screen as part of an Autodesk 3D Studio Max 8 visualization, test subjects were able to influence how the forms acted by clicking on them with just their non-dominant hand submerged in the chilly water.

The researchers instructed the subjects to notify researchers if their hands began to experience discomfort. If the pain became intolerable, they were permitted to terminate the experiment by saying “end.”

The second group was given a jagged avatar model afterward that depicts pain, such as “jagged,” “burning,” and “stabbing,” using avatars that people frequently use to express their suffering as examples.

In the headset, the piercing sound of a high-pitched tone caused it to be even more unbearable. In contrast to the group of people in the second category, those in the second group had different interactions. They may use the mouse and slider controls to manipulate the figure, surroundings, and music, thereby creating a more comfortable environment for the experience.

Virtual Reality Headset
Man in Virtual Reality (VR) Headset

Researchers studied whether the second VR model, which allowed for improved interaction between the user and the virtual experience, would significantly impact users’ pain tolerance, sensitivity, and agency to help them cope with their suffering.

The researchers claimed that both models improved participants’ pain tolerance and sensitivity range in a study published in the journal Cyberpsychology, Behavior, and Social Networking in 2014.

Before participants reported that they were in pain, they lingered in the cold water for a more extended period. However, in contrast to this, the individuals in the second group reported having higher self-efficacy. The use of VR has been prevalent in treating pain since the 1980s.

Slowly, medical-quality biofeedback and therapeutic VR biofeedback software build on the research and other discoveries in peer-reviewed medical publications, with the ultimate goal of easing pain and stress.

woman in Virtual Reality (VR)
Womain focus on Virtual Reality (VR)

Flowly co-founded by CEO Celine Tien, an acclaimed filmmaker and former feature developer at Oriental DreamWorks in Shanghai and DreamWorks in Los Angeles, and CTO Julien Soros. They previously worked on algorithms for the propulsion systems of Hyperloop One, a high-speed transportation system now owned by Branson’s company.

Tien’s parents were medical researchers who created an orphan drug designation for a palliative cancer therapy for pancreatic cancer studies and conducted clinical trials for other types of cancer. As a result of directing and scripting the world’s first VR live-action feature film, Pippa’s Pan: The Journey, a Festival de Cannes Library Showcase Selection, she aspired to continue their reputation as medical pioneers virtual reality realm.

“After digging into some amazing technologies we use for entertainment, I discovered that pain treatment had been the primary use of these tools since the 1980s. They’ve all created for the people I care about,” she said.

Because biofeedback and Virtual Reality (VR) used for pain treatment for a long time, many people can no longer use them. Our experience has shown us that if you’re going to do good pain management, you have to be able to do it every day when you genuinely need it. They discovered that around the 80s-era technological advances had been used to treat pain.

At the same time, physicians and researchers at the University of Pittsburgh, the University of Southern California, Duke University, and the National Institutes of Health decided to develop a platform that focuses on the bio, psycho, and social components of chronic pain.

Make your physical discomfort less uncomfortable, relax your worries, connect with others in your neighborhood.

To provide the experience, the Virtual Reality software, along with a VR headset and heart rate sensor, is offered to subscribers in the App Store for This app is available only on the App Store for iPhone.


Flowly offers four auto-renewing subscriptions:

Flowly Basic Monthly ($9.99/month)

Flowly Basic Yearly ($59.99/year)

Flowly Pro Monthly ($29.99/month)

Flowly Pro Yearly ($179.99/year)

Flowly is an immersive Virtual Reality experience or mobile app that you may use with a headset. You may learn to control your nervous system and manage your emotions by looking at your heart rate and breathing.

Flowly‘s therapy, according to research led by USC Viterbi School of Engineering and clinical doctors, therapists, and trauma specialists, is founded on the growing body of evidence supporting the use of biofeedback training and virtual reality therapy for pain and stress management.

The study team intends to publish a report in early 2013 funded by the National Institutes of Health and the National Institute of Drug Abuse.

Accordingly, Flowly has been soliciting consumers who report having pain an average of 46% less after each session. So whether you experience physical pain or not, you are not alone since others feel the agony of being misunderstood. People aren’t even close to uncovering how invalidation of pain is directly related to how well the healing process works and how people can retain close connections throughout the quest for solutions to their chronic pain.

We need on a day-to-day basis are those who have our best interests at heart and who have a genuine interest in our well-being. There is no “one size fits all” method for treating chronic pain, but there are various options that will provide a better quality of life. To help improve someone’s physical and physiological well-being.

The theory is that VR draws the user’s attention away from the discomfort and transports them to a more vivid and lifelike simulation that captures their focus. While others have researched how virtual reality (VR) might change the brain networks involved in cognition and behavior, they have found that a program called responsive biofeedback (RBF) uses biofeedback signals to calm patients’ nervous systems.

The flow state sometimes referred to as the absorption state, is most closely related to the autonomic nervous system (ANS), which regulates automatic bodily processes including breathing, heart rate, and digestion. About the two systems, the system is composed of two primary divisions: the sympathetic system and the parasympathetic system.

Some experts believe that biofeedback training enhances the nervous system’s reaction to pain and anxiety by dialing the sympathetic system and strengthening the parasympathetic system. Heart rate variability seems to be a crucial measure in this connection between the body and the mind.

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