Experiences of a Home-based Virtual Reality Serious Game in People With Chronic Non-specific Neck Pain

Study Overview
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Brief Summary
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Background: Immersive virtual reality (VR) has been used for several years in the treatment of chronic neck pain. This new type of rehabilitation device, which can be used at home, is promising and seems to be as effective as conventional treatments for neck pain. Exploring the experience of people with chronic neck pain using this type of rehabilitation device at home could, among other things, help to understand the factors favoring good adherence and those not favoring it. This could also help us to improve VR home rehabilitation programs according to the patients' needs, preferences and expectations. However, currently, no studies have qualitatively evaluated the experience of people with chronic non-specific neck pain using an immersive VR serious game at home. Objective: To explore the experience of people with chronic non-specific neck pain who used an immersive VR serious game at home. Methods: Individual semi-structured interviews will be conducted with people with chronic non-specific neck pain. Interviews will last for approximately 30 to 60 minutes and will be carried out face-to-face or via videoconference (Microsoft Teams), depending on up-to-date guidance relating to the Covid-19 pandemic. Semi-structured interviews will be audio-recorded and transcribed verbatim. The transcripts will be read several times and analyzed using thematic analysis, with themes emerging from the transcripts (inductive approach). These themes will be defined and revised throughout the analysis process. Discussion: Study findings will help to better understand the experience of people with chronic non-specific neck pain using a VR serious game at home, and then will allow to adapt it to the subjects' needs, preferences and expectations. These adaptations could further increase adherence to treatment and/or improve clinical outcomes for people with chronic non-specific neck pain using this type of rehabilitation device at home.

Official Title
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Experiences of a Home-based Virtual Reality Serious Game in People With Chronic Non-specific Neck Pain: A Qualitative Study.

Conditions
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Chronic Non-specific Neck Pain

Intervention / Treatment
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* Other: Semi-structured interview


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Adults (over 18 years), men or women, living in Belgium Chronic (> 3 months) non-specific neck pain (no specific cause responsible for the neck pain) To speak fluent French and to be able to provide informed consent to take part in an interview To be able to take part in a semi-structured interview No susceptibility to motion sickness, according to the Motion Sickness Susceptibility Questionnaire (MSSQ) Exclusion Criteria: Age under 18 years Specific cause responsible for the neck pain (cancer, fracture, etc.) Signs of sensorimotor dysfunction (dizziness, vestibular disorders) Susceptibility to motion sickness, according to the MSSQ Vision problems Altered comprehension or inability to speak fluent French Inability to provide written informed consent or to take part in a semi-structured interview

Ages Eligible for Study
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Minimum Age: 18 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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No

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Other
Intervention Model: Single Group Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Other: People with chronic non-specific neck pain<br>Group of people with chronic non-specific neck pain who agreed to participate in a semi-structured interview about their experience using an immersive virtual reality serious game at home | Other: Semi-structured interview<br>* Semi-structured interview to explore the experience of people with chronic non-specific neck pain who used an immersive virtual reality serious game at home<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| General experience with the virtual reality serious game | Participants' responses based on the questions asked in the semi-structured interviews | 30-60 minutes |