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- Title
Virtual dynamic interaction games reveal impaired multisensory integration in women with migraine.
- Authors
Ince, Merve S.; Guzel, Ilkem; Akgor, Merve C.; Bahcelioglu, Meltem; Arikan, Kutluk B.; Okasha, Amr; Sengezer, Sabahat; Bolay, Hayrunnisa
- Abstract
Objective: In this cross‐sectional observational study, we aimed to investigate sensory profiles and multisensory integration processes in women with migraine using virtual dynamic interaction systems. Background: Compared to studies on unimodal sensory processing, fewer studies show that multisensory integration differs in patients with migraine. Multisensory integration of visual, auditory, verbal, and haptic modalities has not been evaluated in migraine. Method s : A 12‐min virtual dynamic interaction game consisting of four parts was played by the participants. During the game, the participants were exposed to either visual stimuli only or multisensory stimuli in which auditory, verbal, and haptic stimuli were added to the visual stimuli. A total of 78 women participants (28 with migraine without aura and 50 healthy controls) were enrolled in this prospective exploratory study. Patients with migraine and healthy participants who met the inclusion criteria were randomized separately into visual and multisensory groups: Migraine multisensory (14 adults), migraine visual (14 adults), healthy multisensory (25 adults), and healthy visual (25 adults). The Sensory Profile Questionnaire was utilized to assess the participants' sensory profiles. The game scores and survey results were analyzed. Results: In visual stimulus, the gaming performance scores of patients with migraine without aura were similar to the healthy controls, at a median (interquartile range [IQR]) of 81.8 (79.5–85.8) and 80.9 (77.1–84.2) (p = 0.149). Error rate of visual stimulus in patients with migraine without aura were comparable to healthy controls, at a median (IQR) of 0.11 (0.08–0.13) and 0.12 (0.10–0.14), respectively (p = 0,166). In multisensory stimulation, average gaming score was lower in patients with migraine without aura compared to healthy individuals (median [IQR] 82.2 [78.8–86.3] vs. 78.6 [74.0–82.4], p = 0.028). In women with migraine, exposure to new sensory modality upon visual stimuli in the fourth, seventh, and tenth rounds (median [IQR] 78.1 [74.1–82.0], 79.7 [77.2–82.5], 76.5 [70.2–82.1]) exhibited lower game scores compared to visual stimuli only (median [IQR] 82.3 [77.9–87.8], 84.2 [79.7–85.6], 80.8 [79.0–85.7], p = 0.044, p = 0.049, p = 0.016). According to the Sensory Profile Questionnaire results, sensory sensitivity, and sensory avoidance scores of patients with migraine (median [IQR] score 45.5 [41.0–54.7] and 47.0 [41.5–51.7]) were significantly higher than healthy participants (median [IQR] score 39.0 [34.0–44.2] and 40.0 [34.0–48.0], p < 0.001, p = 0.001). Conclusion: The virtual dynamic game approach showed for the first time that the gaming performance of patients with migraine without aura was negatively affected by the addition of auditory, verbal, and haptic stimuli onto visual stimuli. Multisensory integration of sensory modalities including haptic stimuli is disturbed even in the interictal period in women with migraine. Virtual games can be employed to assess the impact of sensory problems in the course of the disease. Also, sensory training could be a potential therapy target to improve multisensory processing in migraine. Plain Language Summary: Patients with migraine process sensory information differently from those without migraine, but multisensory integration (MI), or how the nervous system combines information from each of the senses, has not been studied in detail in patients with migraine. In our study, a video game was used to study the MI of four different senses including seeing, hearing, reading, and touching in 28 women with migraine without aura and 50 healthy women. The gaming performance of women with migraine was negatively affected when hearing, reading, and touching were added to the visual video game experience, and patients with migraine experienced impaired MI even when they did not have a migraine attack.
- Subjects
CROSS-sectional method; WOMEN; RESEARCH funding; SENSORIMOTOR integration; SCIENTIFIC observation; QUESTIONNAIRES; DESCRIPTIVE statistics; VIRTUAL reality; LONGITUDINAL method; VISUAL perception; AUDITORY perception; SPEECH perception; MIGRAINE; VIDEO games
- Publication
Headache: The Journal of Head & Face Pain, 2024, Vol 64, Issue 5, p482
- ISSN
0017-8748
- Publication type
Article
- DOI
10.1111/head.14720