Clinical trial NCT06235515: Additional Benefits of Virtual Reality Therapy for Individuals With Neck Pain
Official title: Does Adding Virtual Reality Therapy to Conventional Physical Therapy Improve Clinical Outcomes in Individuals With Chronic Neck Pain?
Study type: INTERVENTIONAL
Overall status: COMPLETED
Phase: NA
Conditions: Neck Pain
Virtual Reality
Rehabilitation
Lead sponsor: Kirsehir Ahi Evran Universitesi
Sponsor class: OTHER
First posted: 2024-02-01
Enrollment: 50
Sex: ALL
Minimum age (years): 18
Maximum age (years): 65
Standard ages: ADULT
OLDER_ADULT
Accepts healthy volunteers: no
Allocation: RANDOMIZED
Intervention model: PARALLEL
Primary purpose: TREATMENT

Brief summary: This study aimed to investigate the effect of adding virtual reality therapy to conventional treatment in patients with chronic neck pain on pain, neck disability index, kinesiophobia, insomnia severity questionnaire, hospital anxiety depression scale, cervical range of motion and pressure pain threshold.

Detailed description: Neck pain is a disease that affects individuals and society worldwide. Between 50% and 85% of the general population experiences neck pain at some point in their lives, and every person who experiences neck pain is likely to experience pain again after 1-5 years. Neck pain is considered chronic if it lasts more than 3 months. Passive and active physical therapy approaches play a very important role in the treatment of neck pain. With the rapid development of technology, new developments such as virtual reality have begun to be used in the treatment of chronic neck pain.

Virtual reality (VR) is a term describing innovative, real-time, computer-based technologies that play an increasing role for many patient groups in the field of physical medicine and rehabilitation. Virtual reality has been shown to be effective in reducing pain and discomfort in patients with different types of chronic pain. Motivation and interaction are the main practical benefits of virtual reality training, especially in video game-based therapy approaches, unlike traditional rehabilitation. Patients play the therapeutic game over and over again to achieve a better score without getting bored. Feedback, an important component of motor learning, is a prominent feature in virtual environments.

Eligibility criteria: Inclusion Criteria:

* Patients aged 18-65 who signed the informed consent form
* Those with existing neck pain
* Those whose neck pain continues for at least 12 weeks

Exclusion Criteria:

* Previous cervical surgery
* Having received FTR from the cervical region in the last 6 months
* Having had a spinal fracture
* History of malignancy
* Those with pacemakers
* Those with rheumatological, vestibular and neurological diseases
* Pregnant women

Primary outcomes:
measure: Visual Anolog Scale
timeFrame: Before treatment and three weeks
measure: Neck Disability Index
timeFrame: Before treatment and three weeks
measure: Range of Motion
timeFrame: Before treatment and three weeks
Secondary outcomes:
measure: Tampa Kinesiophobia Scale
timeFrame: Before treatment and three weeks
measure: Insomnia Severity Index
timeFrame: Before treatment and three weeks
measure: Hospital Anxiety Depression Scale
timeFrame: Before treatment and three weeks
measure: Pressure Pain Threshold
timeFrame: Before treatment and three weeks
Other outcomes:
Locations:
city: Kırşehir
country: Turkey
facility: Kırşehir Ahi Evran University
Study officials:
References:
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citation: Vernon HT, Humphreys BK, Hagino CA. A systematic review of conservative treatments for acute neck pain not due to whiplash. J Manipulative Physiol Ther. 2005 Jul-Aug;28(6):443-8. doi: 10.1016/j.jmpt.2005.06.011.
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citation: Holden MK. Virtual environments for motor rehabilitation: review. Cyberpsychol Behav. 2005 Jun;8(3):187-211; discussion 212-9. doi: 10.1089/cpb.2005.8.187.