Additional Benefits of Virtual Reality Therapy for Individuals With Neck Pain

NCT ID: NCT06235515

Last Updated: 2024-09-19

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

50 participants

Study Classification

INTERVENTIONAL

Study Start Date

2024-03-15

Study Completion Date

2024-09-16

Brief Summary

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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

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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.

Conditions

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Neck Pain Virtual Reality Rehabilitation

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

TREATMENT

Blinding Strategy

SINGLE

Outcome Assessors

Study Groups

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group I

conventional treatment As conventional treatment, patients will receive 20 minutes of hotpack and 20 minutes of TENS, 5 sessions a week for a total of 15 sessions for 3 weeks. Additionally, patients will be given cervical isometric exercises as a home exercise program.

Group Type EXPERIMENTAL

rehabilitation program

Intervention Type OTHER

conventional treatment (hotpack and TENS and exercise)

group II

conventional treatment and virtual reality As conventional treatment, patients will receive 20 minutes of hotpack and 20 minutes of TENS, 5 sessions a week for a total of 15 sessions for 3 weeks. Additionally, patients will be given cervical isometric exercises as a home exercise program.

In addition to conventional treatment, virtual reality treatment will allow patients to play games in which they can perform neck movements in all directions for 30 minutes a day, 5 sessions a week for 3 weeks..

Group Type EXPERIMENTAL

rehabilitation program

Intervention Type OTHER

conventional treatment (hotpack and TENS and exercise)

virtual reality

Intervention Type OTHER

virtual reality treatment

Interventions

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rehabilitation program

conventional treatment (hotpack and TENS and exercise)

Intervention Type OTHER

virtual reality

virtual reality treatment

Intervention Type OTHER

Eligibility Criteria

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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
Minimum Eligible Age

18 Years

Maximum Eligible Age

65 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Kirsehir Ahi Evran Universitesi

OTHER

Sponsor Role lead

Responsible Party

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Nazife Kapan

Asst. Prof.

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Kırşehir Ahi Evran University

Kırşehir, , Turkey (Türkiye)

Site Status

Countries

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Turkey (Türkiye)

References

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Haldeman S, Carroll L, Cassidy JD. Findings from the bone and joint decade 2000 to 2010 task force on neck pain and its associated disorders. J Occup Environ Med. 2010 Apr;52(4):424-7. doi: 10.1097/JOM.0b013e3181d44f3b.

Reference Type BACKGROUND
PMID: 20357682 (View on PubMed)

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.

Reference Type BACKGROUND
PMID: 16096044 (View on PubMed)

Ahern MM, Dean LV, Stoddard CC, Agrawal A, Kim K, Cook CE, Narciso Garcia A. The Effectiveness of Virtual Reality in Patients With Spinal Pain: A Systematic Review and Meta-Analysis. Pain Pract. 2020 Jul;20(6):656-675. doi: 10.1111/papr.12885. Epub 2020 May 21.

Reference Type BACKGROUND
PMID: 32196892 (View on PubMed)

Adamovich SV, Fluet GG, Tunik E, Merians AS. Sensorimotor training in virtual reality: a review. NeuroRehabilitation. 2009;25(1):29-44. doi: 10.3233/NRE-2009-0497.

Reference Type BACKGROUND
PMID: 19713617 (View on PubMed)

Burdea GC. Virtual rehabilitation--benefits and challenges. Methods Inf Med. 2003;42(5):519-23.

Reference Type BACKGROUND
PMID: 14654886 (View on PubMed)

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.

Reference Type BACKGROUND
PMID: 15971970 (View on PubMed)

Other Identifiers

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AEÜ-NK-SG

Identifier Type: -

Identifier Source: org_study_id

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