K Number
DEN210014
Device Name
EaseVRx
Manufacturer
Date Cleared
2021-11-16

(231 days)

Product Code
Regulation Number
890.5800
AI/MLSaMDIVD (In Vitro Diagnostic)TherapeuticDiagnosticis PCCP Authorized
Intended Use
EaseVRx is a prescription-use immersive virtual reality system intended to provide adjunctive treatment based on cognitive behavioral therapy skills and other evidencebased behavioral methods for patients (age 18 and older) with a diagnosis of chronic lower back-pain (defined as moderate to severe pain lasting longer than three months). The device is intended for in-home use for the reduction of pain and pain interference associated with chronic lower back pain.
Device Description
EaseVRx is an immersive virtual reality (VR) system which delivers 3-D VR treatment that incorporates principles of cognitive behavioral therapy (CBT), other behavioral methods, and mindfulness strategies to treat patients diagnosed with chronic pain. It is a prescription-use device which uses preloaded software content on a proprietary hardware platform to deliver treatment. The EaseVRx device, shown in the figures below, consists of an off-the-shelf VR head-mounted display (Figure 1) with added Breathing Amplifier (Figure 2) and AppliedVR developed software. The Breathing Amplifier is a mechanical attachment added to the commercially available headset which enables diaphragmatic breathing exercises designed to enhance the user's engagement by amplifying the user's exhalation into the on-board microphone. The device is also marketed with an optional hand-held controller to aid in navigating the user interface.
More Information

Not Found

Not Found

No
The document explicitly states "Mentions AI, DNN, or ML: Not Found" and the description focuses on preloaded software content and behavioral therapy principles, not adaptive or learning algorithms.

Yes
The device is intended to provide adjunctive treatment for chronic lower back-pain, and its intended use is for the reduction of pain and pain interference, which are therapeutic effects.

No

Explanation: The "Intended Use / Indications for Use" section states that EaseVRx is "intended to provide adjunctive treatment" for chronic lower back pain and "for the reduction of pain and pain interference". This indicates a therapeutic, not a diagnostic, purpose. The device description also focuses on delivering treatment.

No

The device description explicitly states that EaseVRx consists of an off-the-shelf VR head-mounted display with an added Breathing Amplifier, which is a mechanical attachment. This indicates the presence of hardware components beyond just software.

Based on the provided information, this device is not an IVD (In Vitro Diagnostic).

Here's why:

  • IVD Definition: In Vitro Diagnostics are devices used to examine specimens taken from the human body, such as blood, urine, or tissue, to provide information for diagnosis, monitoring, or screening.
  • EaseVRx Function: EaseVRx is a virtual reality system that delivers therapeutic content based on cognitive behavioral therapy and other behavioral methods. It is used to treat chronic lower back pain by providing adjunctive therapy, not by analyzing biological samples.

The description clearly states its purpose is to deliver treatment through immersive VR and behavioral techniques, not to perform diagnostic tests on patient specimens.

N/A

Intended Use / Indications for Use

The EaseVRx System is indicated as follows: EaseVRx is a prescription-use immersive virtual reality system intended to provide adjunctive treatment based on cognitive behavioral therapy skills and other evidencebased behavioral methods for patients (age 18 and older) with a diagnosis of chronic lower back-pain (defined as moderate to severe pain lasting longer than three months). The device is intended for in-home use for the reduction of pain and pain interference associated with chronic lower back pain.

Product codes

ORA

Device Description

EaseVRx is an immersive virtual reality (VR) system which delivers 3-D VR treatment that incorporates principles of cognitive behavioral therapy (CBT), other behavioral methods, and mindfulness strategies to treat patients diagnosed with chronic pain. It is a prescription-use device which uses preloaded software content on a proprietary hardware platform to deliver treatment. The EaseVRx device, shown in the figures below, consists of an off-the-shelf VR head-mounted display (Figure 1) with added Breathing Amplifier (Figure 2) and AppliedVR developed software. The Breathing Amplifier is a mechanical attachment added to the commercially available headset which enables diaphragmatic breathing exercises designed to enhance the user's engagement by amplifying the user's exhalation into the on-board microphone. The device is also marketed with an optional hand-held controller to aid in navigating the user interface. EaseVRx is intended for single patient use in the patient's home while the patient is seated.

Mentions image processing

Not Found

Mentions AI, DNN, or ML

Not Found

Input Imaging Modality

Not Found

Anatomical Site

lower back

Indicated Patient Age Range

age 18 and older

Intended User / Care Setting

in-home use

Description of the training set, sample size, data source, and annotation protocol

Not Found

Description of the test set, sample size, data source, and annotation protocol

The trial consisted of 188 subjects with cLBP randomly assigned to either an EaseVRx treatment group or a sham group. Subjects were first screened for inclusion/exclusion criteria. Once enrolled in the study, subjects participated in a 2-week baseline assessment period where they were required to complete a baseline assessment and one of three pain surveys in order to progress to the treatment phase. The treatment phase consisted of 8-weeks of home use and biweekly surveys. The treatment group received EaseVRx devices and 3-D VR cognitive behavioral based treatment. The sham group received VR devices displaying 2-D non-immersive nature footage with neutral music intended to be distracting and not relaxing or aversive. The sham content was designed not to have any treatment effect. Although each VR device contained software specific to the individual participant's assigned VR treatment group, all device packaging and directions for use were common to both treatment groups. While it was encouraged, participants were not required to select a fixed time to complete each VR session. Participants and study statisticians were blinded to treatment group assignment. In order to get long term data, post-treatment assessments were conducted at 1, 2, 3, and 6 months. Data up to and including the 3-month post assessment were included and reviewed in the De Novo request.

Summary of Performance Studies (study type, sample size, AUC, MRMC, standalone performance, key results)

EaseVRx was evaluated in a single-cohort, double-blinded (participant and analysts), crosssectional, placebo-controlled, randomized clinical trial. The primary objective of this study was to assess the effectiveness of the Ease VRx therapeutic program in patients with chronic low back pain (cLBP).

The trial consisted of 188 subjects with cLBP randomly assigned to either an EaseVRx treatment group or a sham group.

Five primary effectiveness endpoints were defined for this study: average pain intensity and pain interference on activity, mood, sleep, and stress at 8 weekly time points across the 8-week treatment phase. Each endpoint was measured using the Defense and Veterans Pain Rating Scale (DVPRS). A number of secondary endpoints were defined as well, including Patient's Global Impression of Change, various pain coping mechanisms, physical function, sleep disturbance, usability, and treatment satisfaction. Adverse event information was collected to characterize the safety profile of EaseVRx. Patients were encouraged to contact study staff to report any problems encountered during treatment, and a cybersickness was assessed at the end of treatment using a motion sickness and nausea survey.

Results for the pain intensity endpoint demonstrated that 66% of EaseVRx participants and 41% of sham participants achieved >30% reduction in pain intensity. For the Ease VRx group, 46% of participants achieved >50% pain reduction while 26% of the sham participants reached that threshold. In terms of pain interference with activity, 71% of EaseVRx participants and 57% of Sham VR participants achieved >30% reduction, and 56% of the EaseVRx participants achieved >50% reduction. 74% of EaseVRx participants and 60% of the Sham VR participants achieved >30% reduction in pain interference with mood, and 60% of the EaseVRx participants achieved >50% reduction. For pain interference with sleep, 70% of EaseVRx participants and 60% of Sham VR participants achieved >30% reduction, and 60% of the EaseVRx participants achieved >50% reduction. Lastly, 76% of EaseVRx participants and 56% of the Sham VR participants achieved >30% reduction in pain interference with stress, and 63% of EaseVRx participants achieved >50% reduction.

A statistically significant difference was observed for all five primary endpoints.

In terms of safety, no participants contacted study staff during the trial to report adverse events of any type. Seven (9.7%) participants from the Ease VRx group and 5 (6.7%) participants from the sham group reported experiencing nausea and motion sickness during the treatment phase of the study. In addition, 15 (20.8%) participants from the EaseVRx group and 4 (5.3%) participants from the sham group reported discomfort with the headset. These adverse events are common and to be expected for VR devices. Furthermore, they were temporary and resolved by discontinuing use or adjusting the device.

Key Metrics (Sensitivity, Specificity, PPV, NPV, etc.)

Results for the pain intensity endpoint demonstrated that 66% of EaseVRx participants and 41% of sham participants achieved >30% reduction in pain intensity. For the Ease VRx group, 46% of participants achieved >50% pain reduction while 26% of the sham participants reached that threshold. In terms of pain interference with activity, 71% of EaseVRx participants and 57% of Sham VR participants achieved >30% reduction, and 56% of the EaseVRx participants achieved >50% reduction. 74% of EaseVRx participants and 60% of the Sham VR participants achieved >30% reduction in pain interference with mood, and 60% of the EaseVRx participants achieved >50% reduction. For pain interference with sleep, 70% of EaseVRx participants and 60% of Sham VR participants achieved >30% reduction, and 60% of the EaseVRx participants achieved >50% reduction. Lastly, 76% of EaseVRx participants and 56% of the Sham VR participants achieved >30% reduction in pain interference with stress, and 63% of EaseVRx participants achieved >50% reduction.

Predicate Device(s)

Not Found

Reference Device(s)

Not Found

Predetermined Change Control Plan (PCCP) - All Relevant Information

Not Found

§ 890.5800 Virtual reality behavioral therapy device for pain relief.

(a)
Identification. A virtual reality behavioral therapy device for pain relief is a device intended to provide behavioral therapy for patients with pain. Therapy is administered via a virtual reality display that utilizes a software program containing the behavioral therapy content.(b)
Classification. Class II (special controls). The special controls for this device are:(1) Clinical performance testing under the labeled conditions for use must validate the model of behavioral therapy as implemented by the device and evaluate all adverse events.
(2) The patient-contacting components of the device must be demonstrated to be biocompatible.
(3) Software verification, validation, and hazard analysis must be performed.
(4) Electromagnetic compatibility and electrical, mechanical, and thermal safety testing must be performed.
(5) Labeling must include the following:
(i) A warning regarding the risk of nausea and motion sickness;
(ii) A warning regarding the risk of discomfort from the device; and
(iii) A summary of the clinical testing with the device.

0

DE NOVO CLASSIFICATION REQUEST FOR EASEVRX

REGULATORY INFORMATION

FDA identifies this generic type of device as:

Virtual reality behavioral therapy device for pain relief. A virtual reality behavioral therapy device for pain relief is a device intended to provide behavioral therapy for patients with pain. Therapy is administered via a virtual reality display which utilizes a software program containing the behavioral therapy content.

NEW REGULATION NUMBER: 21 CFR 890.5800

CLASSIFICATION: Class II

PRODUCT CODE: ORA

BACKGROUND

DEVICE NAME: EaseVRx

SUBMISSION NUMBER: DEN210014

DATE DE NOVO RECEIVED: March 31, 2021

SPONSOR INFORMATION:

AppliedVR. Inc. 16760 Stagg St. Ste 216 Van Nuys, CA 91406

INDICATIONS FOR USE

The Ease VRx System is indicated as follows:

EaseVRx is a prescription-use immersive virtual reality system intended to provide adjunctive treatment based on cognitive behavioral therapy skills and other evidencebased behavioral methods for patients (age 18 and older) with a diagnosis of chronic lower back-pain (defined as moderate to severe pain lasting longer than three months). The device is intended for in-home use for the reduction of pain and pain interference associated with chronic lower back pain.

LIMITATIONS

1

The sale, distribution, and use of EaseVRx are restricted to prescription use in accordance with 21 CFR 801,109.

Safety and effectiveness have not been demonstrated in patients with moderate to severe depression.

If a user experiences motion sickness, dizziness, headache, or eve strain when using the device, stop use of the device and resume therapy per your doctor's advice.

If you suffer from the following, please consult your doctor before use:

  • Hearing and visual impairment .
  • . Hypersensitivity to flashing light or motion
  • Injury to eyes, face, or neck that prevents comfortable use of VR .
  • Have a history of epilepsy, suffer from physical, mental or heart disease .
  • Have any serious medical condition .

PLEASE REFER TO THE LABELING FOR A COMPLETE LIST OF WARNINGS, PRECAUTIONS AND CONTRAINDICATIONS.

DEVICE DESCRIPTION

EaseVRx is an immersive virtual reality (VR) system which delivers 3-D VR treatment that incorporates principles of cognitive behavioral therapy (CBT), other behavioral methods, and mindfulness strategies to treat patients diagnosed with chronic pain. It is a prescription-use device which uses preloaded software content on a proprietary hardware platform to deliver treatment. The EaseVRx device, shown in the figures below, consists of an off-the-shelf VR head-mounted display (Figure 1) with added Breathing Amplifier (Figure 2) and AppliedVR developed software. The Breathing Amplifier is a mechanical attachment added to the commercially available headset which enables diaphragmatic breathing exercises designed to enhance the user's engagement by amplifying the user's exhalation into the on-board microphone. The device is also marketed with an optional hand-held controller to aid in navigating the user interface.

Image /page/1/Picture/12 description: The image shows a front view of a black virtual reality headset. The headset has a sleek, rounded design with a dark, matte finish. A head strap is attached to the headset, which is also black. The text "Front View" is at the bottom of the image.

Front View

Image /page/1/Picture/14 description: The image shows a person wearing a VR headset. The headset is white and has a strap that goes around the head. The person's face is visible through the headset. There is a diagram showing how to adjust the headset to fit the face.

Figure 1: The EaseVRx Headset Figure 2: Breathing Apmplifier Component of EaseVRx

De Novo Summary (DEN210014)

2

EaseVRx is intended for single patient use in the patient's home while the patient is seated. Technical specifications of the EaseVRx head-mounted display are presented in the table below.

| Headset manufacturer and model number | GoerTek Technology Inc.
Model: A7510/Pico G2 4K |
|---------------------------------------------------------------|---------------------------------------------------------|
| Rating | 5V DC, 2A |
| Weight | 278 (w/o Band), 470 (total) |
| Frame-rate | 72 fps |
| Screen Resolution | 3840 x 2160 |
| Number of pixels horizontally and vertically per
eye | Horizontally: 1907
Vertically: 1964 |
| Luminance | Maximum: 0.06nits
Minimum: 63.4nits |
| Interpupillary distance (IPD) and IPD range of
the headset | Default 63mm, optical adaptive
range is from 55~71mm |
| Tracking degrees of headset x/y/z 360° | 3 degrees of freedom |
| Field of view per eye | Horizontally: 98
Vertically: 101 |
| Eye relief for prescription lenses | 17mm |
| Range in depths of the virtual content in the
software | 2m for optics; 3m for launcher
software |

Table 1: Technical Specifications

EaseVRx is designed to follow an 8-week treatment program which delivers a multifaceted combination of pain relief skills training through a sequence of daily sessions ranging from 2-16 minutes in length (average of 6 minutes). Sessions are designed to minimize triggers of emotional distress and motion sickness, as well as to induce relaxation and activation of the parasympathetic nervous system. Similar to multisession behavioral treatments, each week of the treatment program focuses on a specific theme and each daily treatment session is designed to align with this weekly theme in terms of the clinical messaging and content purpose. Initial themes in EaseVRx are focused on developing the skills and understanding of therapeutic principles in VR. including understanding the body, attention and distraction, relaxation strategies, and sleep and pain management, while later themes are focused on the transferring of learning outside of VR, including steps for how to move forward using acceptance and mindfulness while incorporating the behavioral skills learned to daily life. Treatment is presented chronologically such that informational content (cognitive) is delivered in conjunction with experiential content (behavioral), which allows the user to grow educated in the techniques and skills necessary to mitigate their pain.

Each week provides multiple types of VR experiences, capitalizing on principles of VR design, including immersion, gamification, and interactivity for increased session engagement and improved learning. Different types of experiences, shown in the table below, not only reinforce various pain relief skills but also provide a variety of content that appeals to different user preferences.

3

CategoryTitleInformation or Skills Provided
IRelaxation/
InteroceptiveImage: Relaxation/InteroceptiveRelaxing scenes that change from busy/active
to calm reflecting a user's progressively
enhanced state of relaxation. These sessions
train users to understand and perceive what's
going on inside the body as they engage in
relaxation.
IIEducationImage: EducationBrief visual and voice-guided lessons about
the central nervous system as it relates to pain
and breathing. These experiences use
anatomical animation to facilitate learning and
establish a medical and scientific rationale for
the program.
IIIMindful
EscapesImage: Mindful EscapesImmersive 360° videos with therapeutic
narration, guided breathing, music, and visual
effects to reinforce mindfulness-based pain
relief skills and increase engagement.
IVPain
DistractionImage: Pain DistractionInteractive games to train pain relief skills
related to shifting attentional focus away from
pain.
VDynamic
BreathingImage: Dynamic BreathingBreathing-based interactive environments to
train pain relief skills and induce relaxation.
These sessions become increasingly
challenging as users increase their skill with
diaphragmatic breathing and parasympathetic
control.

Table 2: Categories of Experiences in EaseVRx Treatment

SUMMARY OF NONCLINICAL/BENCH STUDIES

BIOCOMPATIBILITY/MATERIALS

The face pad, straps, and battery compartment of the headset are considered patientcontacting components of the device, in addition to the optional hand-held controller. The face pad and battery compartment are composed of polyurethane; the straps are composed of silicone, polyurethane polyethylene terephthalate, spandex, and nylon; and the controller is composed of polycarbonate and acrylonitrile butadiene styrene (ABS). All patient-contacting components are categorized as surface contacting with limited contact duration (less than 24 hours cumulative use) of intact skin.

EaseVRx is subject to biocompatibility evaluation in accordance with the International Standard ISO 10993-1: 2009 "Biological Evaluation of Medical Devices Part-1: Evaluation and Testing Within a Risk Management Process." According to the contact

4

classification and duration of the patient-contacting materials, assessment of the device should include the following tests:

  • Cytotoxicity (ISO 10993-5:2009) .
  • Sensitization Test (ISO 10993-10:2010) .
  • Intracutaneous Reactivity (ISO 10993-10:2010) .

However. considering that these materials have a history of safe use in medical devices. the total cumulative contact duration is low, and that the manufacturing process complies with Quality System Regulations (21 CFR 820.50. 21 CFR 820.80, 21 CFR 820.100, 21 CFR 820.198, and 21 CFR 803), the risk associated with cytotoxicity, irritation, and sensitization are low. Thus, biocompatibility data was not evaluated for Ease VRx.

ELECTROMAGNETIC CAPABILITY & ELECTRICAL SAFETY

Ease VRx was tested according to the following FDA-recognized consensus standards:

  • · IEC 60601-1:2005 (Modified to be equivalent to (AAMI/ANSI ES60601-1:2005/(R)2012 and C1:2009/(R)2012 and, A2:2010/(R)2012) "Medical Electrical Equipment; Part 1: General requirements for basic safety and essential performance." Results demonstrated that the device is compliant to this standard.
  • . IEC 60601-1-2:2014 "Medical Electrical Equipment - Part 1-2: General Requirements for Basic Safety and Essential Performance-Collateral Standard: Electromagnetic disturbances - Requirements and Tests."
  • IEC 60601-1-11:2015 "Medical electrical equipment: General requirements for . basic safety and essential performance - Collateral Standard: Requirements for medical electrical equipment and medical electrical systems used in the home healthcare environment."

Battery testing

Ease VRx is powered by a 3V rechargeable lithium ion battery, which complies with IEC 60601-1:2005 + A1:2012 and IEC 62133 Edition 2.0 2012-12 "Secondary cells and batteries containing alkaline or other non-acid electrolytes - safety requirements for portable sealed secondary cells, and for batteries made from them, for use in portable applications."

SOFTWARE

The sponsor provided documentation acceptable for software and firmware with a "Minor" Level of Concern (LoC), as outlined in the FDA guidance document "Guidance for the Content of Premarket Submissions for Software Contained in Medical Devices." issued May 11, 2005. The primary risk to patients is delay of treatment due to software/firmware malfunction or failure. Adequate documentation describing the software, firmware, software requirements specification, traceability, revision level history, and cybersecurity provides the foundation that the software will operate in a manner as described in the specifications. A hazard analysis was performed to characterize software risks including device malfunction and measurement related errors.

5

The submission included verification and validation (V&V) testing to address the potential hazards with satisfactory result.

SUMMARY OF CLINICAL INFORMATION

EaseVRx was evaluated in a single-cohort, double-blinded (participant and analysts), crosssectional, placebo-controlled, randomized clinical trial. The primary objective of this study was to assess the effectiveness of the Ease VRx therapeutic program in patients with chronic low back pain (cLBP).

The trial consisted of 188 subjects with cLBP randomly assigned to either an EaseVRx treatment group or a sham group. Subjects were first screened for inclusion/exclusion criteria. Once enrolled in the study, subjects participated in a 2-week baseline assessment period where they were required to complete a baseline assessment and one of three pain surveys in order to progress to the treatment phase. The treatment phase consisted of 8-weeks of home use and biweekly surveys. The treatment group received EaseVRx devices and 3-D VR cognitive behavioral based treatment. The sham group received VR devices displaying 2-D non-immersive nature footage with neutral music intended to be distracting and not relaxing or aversive. The sham content was designed not to have any treatment effect. Although each VR device contained software specific to the individual participant's assigned VR treatment group, all device packaging and directions for use were common to both treatment groups. While it was encouraged, participants were not required to select a fixed time to complete each VR session. Participants and study statisticians were blinded to treatment group assignment. In order to get long term data, post-treatment assessments were conducted at 1, 2, 3, and 6 months. Data up to and including the 3-month post assessment were included and reviewed in the De Novo request.

Five primary effectiveness endpoints were defined for this study: average pain intensity and pain interference on activity, mood, sleep, and stress at 8 weekly time points across the 8-week treatment phase. Each endpoint was measured using the Defense and Veterans Pain Rating Scale (DVPRS). A number of secondary endpoints were defined as well, including Patient's Global Impression of Change, various pain coping mechanisms, physical function, sleep disturbance, usability, and treatment satisfaction. Adverse event information was collected to characterize the safety profile of EaseVRx. Patients were encouraged to contact study staff to report any problems encountered during treatment, and a cybersickness was assessed at the end of treatment using a motion sickness and nausea survey.

Results for the pain intensity endpoint demonstrated that 66% of EaseVRx participants and 41% of sham participants achieved >30% reduction in pain intensity. For the Ease VRx group. 46% of participants achieved >50% pain reduction while 26% of the sham participants reached that threshold. In terms of pain interference with activity, 71% of EaseVRx participants and 57% of Sham VR participants achieved >30% reduction, and 56% of the EaseVRx participants achieved >50% reduction. 74% of EaseVRx participants and 60% of the Sham VR participants achieved >30% reduction in pain interference with mood, and 60% of the EaseVRx participants achieved >50% reduction. For pain interference with sleep. 70% of EaseVRx participants and 60% of Sham VR participants achieved >30% reduction, and 60% of the EaseVRx participants achieved >50% reduction. Lastly. 76% of EaseVRx participants and 56% of the Sham VR participants

6

achieved >30% reduction in pain interference with stress, and 63% of EaseVRx participants achieved >50% reduction.

Results are also shown in the tables below which describe the percent reduction from baseline and the number of patients exhibiting a >30% and >50% change for each primary endpoint. In conclusion, a clinically meaningful (>30%) improvement was observed in the EaseVRx group alone and compared to the sham group.

Table 3: Percent Reduction for Each Primary Endpoint from Pre-treatment to End of Treatment for Ease VRx and Sham Groups

| | Pain
Intensity | Activity
Interference | Sleep
Interference | Mood
Interference | Stress
Interference |
|----------|-------------------|--------------------------|-----------------------|----------------------|------------------------|
| Ease VRx | 41.6 | 48.9 | 51.7 | 55.7 | 57.0 |
| Sham VR | 23.5 | 32.1 | 38.1 | 36.9 | 37.4 |

Table 4: Number (and Proportion) of EaseVRx Participants Showing 30% and 50% Pain Reductions, and the Average Pain Reduction for Each Group

PainPain Interference
IntensityActivityMoodSleepStress
Number (and
proportion) of
Participants30% +
Reduction(b)(4)(b)(4)(b)(4)(b)(4)(b)(4)
50% +
Reduction
Ave Reduction30% +
Reduction
50% +
Reduction

Table 5: Number (and Proportion) of Sham VR Participants Showing 30% and 50% Pain Reductions, and the Average Pain Reduction for Each Group

PainPain Interference
IntensityActivityMoodSleepStress
Number (and
proportion) of
Participants30% +
Reduction(b)(4)(b)(4)(b)(4)(b)(4)(b)(4)
50% +
Reduction
Ave Reduction30% +
Reduction
50% +
Reduction

7

The table below shows that a statistically significant difference was observed for all five primary endpoints.

ITT (N=188) and mITT (N=179) Analysis Sets
Analysis SetITT (N= 188)mITT (N= 179)
Modelcondition, time, condition x timecondition, time, condition x time
CovariatesPre Specified
age, gender, race (dichotomized as
caucasian and non-caucasian),
ethnicity (dichotomized as hispanic
and non-hispanic), baseline PROMIS
sleep, baseline PROMIS physical
functionPre Specified
age, gender, race (dichotomized as
caucasian and non-caucasian).
ethnicity (dichotomized as hispanic
and non-hispanic), baseline PROMIS
sleep, baseline PROMIS physical
function
Handling of Missing DataMultiple ImputationObserved Data
Statistical TestUnadj.
p-valueAdjusted
p-value§Unadj.
p-valueAdjusted
p-value§
Pain Average(b)(4)(b)(4)(b)(4)(b)(4)
Pain Interference with Activity
Pain Interference with Mood
Pain Interference with Sleep*

Table 5: Primary Endpoint Overall Efficacy Results

  • Condition effect p-value for sleep is shown;

& Hochberg Step-up corrected p-value

Source FDA Submit - Import and Analysis.sas; Analyzed: 2021-08-31

In terms of safety, no participants contacted study staff during the trial to report adverse events of any type. Due to an error with the electronic survey administration, the electronic cybersickness survey was captured at one-month post-treatment instead of at the end of treatment. Additionally, only 147 participants completed the survey. Seven (9.7%) participants from the Ease VRx group and 5 (6.7%) participants from the sham group reported experiencing nausea and motion sickness during the treatment phase of the study. In addition, 15 (20.8%) participants from the EaseVRx group and 4 (5.3%) participants from the sham group reported discomfort with the headset. These adverse events are common and to be expected for VR devices. Furthermore, they were temporary and resolved by discontinuing use or adjusting the device.

Pediatric Extrapolation

EaseVRx is indicated for patients age 18 and older. For medical devices, the FD&C Act defines patients before their 22nd birthday as pediatric patients. In this De Novo request, complete data from patients between 18-81 (mean age 51.4) were used to support the use of the device in adult patients. Because only one patient was evaluated within the age range of 18-22 it was unclear

8

whether there was enough data to support effectiveness in this population. However, it is appropriate to indicate the device for individuals 18 and older because patients aged 18 to 21 do not carry additional differences or risks relative to the adult patient population studied, and this device has a likely benefit for this group.

LABELING

The labeling (User Manual) meets the requirements of 21 CFR Part 801.109 for prescription devices.

The labeling provides information to users describing the clinical data showing the safety and effectiveness of the EaseVRx device in the intended patient population. It also includes instructions for operating the device and navigating the user interface. Appropriate warnings and precautions are included to avoid hazardous situations and ensure safe use of the device as intended.

The labeling also outlines appropriate cleaning methods for home use.

RISKS TO HEALTH

The table below identifies the risks to health that may be associated with use of the virtual reality behavioral therapy device for pain relief and the measures necessary to mitigate these risks.

Identified Risks to HealthMitigation Measures
Adverse tissue reactionBiocompatibility evaluation
Electric shock or burn or interference
with other devicesElectromagnetic compatibility (EMC) testing
Electrical, mechanical, and thermal safety testing
Nausea and motion sicknessClinical performance testing
Labeling
DiscomfortClinical performance testing
Labeling
Ineffective treatmentClinical performance testing
Software verification, validation, and hazard
analysis
Labeling
Use error or improper device use
leading to a delay in treatmentLabeling

SPECIAL CONTROLS

In combination with the general controls of the FD&C Act, the virtual reality behavioral therapy device for pain relief is subject to the following special controls:

  • (1) Clinical performance testing under the labeled conditions for use must validate the model of behavioral therapy as implemented by the device and evaluate all adverse events.

9

  • (2) The patient-contacting components of the device must be demonstrated to be biocompatible.
  • (3) Software verification, validation, and hazard analysis must be performed.
  • (4) Electromagnetic compatibility and electrical, and thermal safety testing must be performed.
  • (5) Labeling must include the following:
    • (i) A warning regarding the risk of nausea and motion sickness;
    • (ii) A warning regarding the risk of discomfort from the device; and
    • (iii) A summary of the clinical testing with the device.

BENEFIT-RISK DETERMINATION

The known probable risks of the device are based on the non-clinical data and the data collected in the clinical study described above. Namely, the study identified adverse events such as nausea. motion sickness, and discomfort due to the headset. The device exhibited an acceptable safety profile in the clinical study, and any adverse events that occurred were temporary and had complete resolution by discontinuing use or adjusting the device. No device-related serious adverse events were observed. The results of the nonclinical testing demonstrated that the device performed as per specifications and the results did not raise concerns regarding risks to the patients.

The probable benefits of the device are also based on data collected in the clinical studies as described above. There is evidence of a clinically meaningful (>30% change) and statistically significant improvement in pain and pain interference DVPRS scores. Results show that 65% of patients in the EaseVRx treatment group achieved a 30% reduction in pain at end of treatment, which was sustained throughout the 1-, 2-, and 3-month follow-up period, whereas only 41% of the sham group achieved a 30% or greater reduction in pain and this improvement was not sustained through follow-up. Additionally, an average of 73% of EaseVRx patients achieved a 30% or greater reduction in pain interference on activity, mood, sleep, and stress, whereas an average of 58% to sham patients achieved a 30% or greater reduction in pain interference on activity, mood, sleep, and stress respectively. Therefore, the clinical study demonstrates a greater improvement in pain and pain interference in the EaseVRx treatment group compared to the sham group.

Sources of uncertainty in the benefits include the effect of concomitant use of prescription and over the counter medications for pain during treatment and imperfect comparator method. specifically that the sham device could have been administering a treatment effect. The use of concomitant medications was addressed by specifying the Ease VRx is intended for adjunctive treatment in the indications for use. Additionally, the clinical data showed a greater improvement in the EaseVRx treatment group compared to the sham group. Even if the sham group did have a treatment effect, the EaseVRx group still demonstrated a greater improvement. This addresses the uncertainty introduced by a potential imperfect comparator method.

PATIENT PERSPECTIVES

10

The primary and secondary outcome measures in the supportive clinical study were collected using patient reported outcomes. Five patient reported primary effectiveness endpoints were defined: average pain intensity and pain interference on activity, mood, sleep, and stress at 8 weekly time points across the 8-week treatment phase. Each outcome was measured using the Defense and Veterans Pain Rating Scale (DVPRS).

Patient reported secondary outcomes included: Patient Global Impression of Change Scale (PGIC), PROMIS physical function, PROMIS sleep disturbance, Pain Self-Efficacy Questionnaire (PSEQ-2), Pain Catastrophizing Scale (PSCS-4), Chronic Pain Acceptance Questionnaire (CPAQ-8), Patient satisfaction, Positive and Negative Affect Scale (PANAS).

BENEFIT/RISK CONCLUSION

In conclusion, given the available information above, for the following indication statement:

EaseVRx is a prescription-use immersive virtual reality system intended to provide adjunctive treatment based on cognitive behavioral therapy skills and other evidencebased behavioral methods for patients (age 18 and older) with a diagnosis of chronic lower back-pain (defined as moderate to severe pain lasting longer than three months). The device is intended for in-home use for the reduction of pain and pain interference associated with chronic lower back pain.

The probable benefits outweigh the probable risks for Ease VRx. The device provides benefits and the risks can be mitigated by the use of general controls and the identified special controls.

CONCLUSION

The De Novo request for EaseVRx is granted and the device is classified as follows:

Product Code: ORA Device Type: Virtual reality behavioral therapy device for pain relief Regulation Number: 21 CFR 882.5800 Class: II