| Literature DB >> 35409751 |
Simone Grassini1,2.
Abstract
Virtual reality (VR) is a developing technology that has recently attracted the attention of healthcare practitioners. Recently, VR systems have been used to treat pain symptoms. The present study aims to evaluate the VR effectiveness on chronic pain management. A systematic literature search was performed following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. Keywords were used to discover the potentially eligible studies. The primary focus of the present investigation was to evaluate the possible effect of VR-assisted treatments on chronic pain, especially in the commonly occurring low back and neck pain. Nine studies reporting randomized controlled trials were included in the present study. VR-mediated interventions demonstrated significant improvement for pain symptoms in patients experiencing chronic pain. In addition, VR-mediated therapy decreased pain intensity and disability in the case of chronic neck pain compared to control conditions. However, the VR interventions showed a statistically non-significant improvement in chronic low back pain when experimental groups were compared with controls. VR therapy positive effect on chronic pain did not differ from the one reported for other types of interventions for pain management, as physical exercise and laser therapy. Taken together, these findings showed that currently available lines of evidence on the effect of VR-mediated therapy in chronic pain management, despite pointing towards possible therapeutical benefits of the VR-based intervention, are overall inconclusive and that more research on VR-assisted therapy for chronic pain is needed.Entities:
Keywords: back pain; chronic pain; neck pain; pain management; virtual reality
Mesh:
Year: 2022 PMID: 35409751 PMCID: PMC8998682 DOI: 10.3390/ijerph19074071
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1PRISMA flow diagram describing the article selection process.
Characteristics of eligible studies.
| Authors & Years | Study Design | Participants (I/C) | Age (I/C) | Pain Type | VR Environments | Treatment Conditions | Pain Assessment | Summary | NOS |
|---|---|---|---|---|---|---|---|---|---|
| Thomas et al. [ | RCT | 52 | I: 23.9 ± 6.8 | chronic low back pain | VR Dodgeball | IG: VR entertainment and distraction; | VAS, PPI, PRI, TKS | Decrease in VAS score & Pain intensity in VR group. | 7 |
| Li et al. [ | RCT | 34 | I: 21.91 ± 2.43 | chronic low back pain | Kinect Xbox 360 system: Fruit Ninja game | IG: VR gaming + MT | VAS, ODI | VAS scores were reduced in each group after intervention. | 6 |
| Rezaei et al. [ | RCT | 42 (21/21) | I: 36.19 ± 9.80 | chronic neck pain | Gaming: Cervi game | IG: VR gaming | VAS, NDI | VR improved neck pain and disability | 7 |
| Yilmaz Yelvar et al. [ | RCT | 44 (22/22) | I: 46.3 ± 3.4 | chronic low-back pain | Video of walking down the Ireland forest | IG: virtual walking task | VAS, TSK, ODI | VR reduced VAS and TKS | 8 |
| Sarig Bahat et al. [ | RCT | 90 | IG: 48 ± 5.49 | chronic neck pain | VR: kinematic training | IG: kinematic training | VAS, NDI, TSK, | VR demonstrate improved pain relief | 6 |
| Matheve et al. [ | RCT | 84 (42/42) | I: 42.1 ± 11.5 | chronic low back pain | VR gaming | IG: Exercise + VR | PPI | VR reduced PPI. | 8 |
| Darnall et al. [ | RCT | 74 | 18–74 | chronic low back pain | VR multimedia with audio | IG: VR | PPI | both groups demonstrated reduced pain effects | 7 |
| Tejera et al. [ | RCT | 44 (22/22) | I: 32.72 ± 11.63 | chronic neck pain | VR Vox Play glass with HMD clamping system and smartphone + Full dive VR + VR Ocean Aquarium 3D | IG: VR Vox Play glass with HMD clamping system and smartphone | VAS, NDI, TSK, | VR did not demonstrate significant difference | 8 |
| Nambi et al. [ | RCT | 60 | IG: 23.2 ± 1.5 | chronic low back pain | VR shooting game | IG: VR + Shooting game | VAS, TSK | VAS and TSK reduced after VR therapy | 6 |
TSK: Tampa scale for kinesiophobia, PPI: present pain intensity, PRI: pain rating index, RMD: Roland–Morris disability questionnaire, CAU: care as usual; MT: magnetic therapy; ODI: Oswestry dysfunction index; VAS: visual analog scale (0–100).
Figure 2Effects before and after VR therapy on VAS score. Green squares represent mean difference for each study, while black rhombus represents the aggregated average of the mean differences.
Figure 3Effects of VR therapy and control on VAS score. Green squares represent mean difference for each study, while black rhombus represents the aggregated average of the mean differences.
Figure 4Effect of VR and other interventions on VAS improvement. Green squares represent mean difference for each study, while black rhombus represents the aggregated average of the mean differences.
Figure 5Effect of VR and control on PPI. Green squares represent mean difference for each study, while black rhombus represents the aggregated average of the mean differences.
Figure 6Effect of VR and control intervention on TSK outcome. Green squares represent mean difference for each study, while black rhombus represents the aggregated average of the mean differences.
Figure 7Effect of VR and control intervention on ODI outcome. Green squares represent mean difference for each study, while black rhombus represents the aggregated average of the mean differences.
Figure 8Effect of VR and control intervention on measure of ODI outcome. Green squares represent mean difference for each study, while black rhombus represents the aggregated average of the mean differences.
Figure 9ROB graph.
Figure 10Summary of ROB for each included article.
Figure 11Funnel plot pre- and post-VR pain management intervention.
Figure 12Funnel plot VR pain management intervention group vs. control group.
Figure 13Funnel plot VR pain management intervention group vs. other pain management therapies group.