"Virtual reality fixed me": A case report of the use of virtual reality during intensive interdisciplinary pain treatment.

IF 0.8 Q4 PEDIATRICS Journal of pediatric rehabilitation medicine Pub Date : 2024-08-16 DOI:10.3233/PRM-230059
Christopher D King, Vanessa A Olbrecht, Susan L Crowley, Kimberly L Klages, Emily T Deet, Nicole D Samuel, Kelsey Smith, Sara E Williams, Kendra J Homan
{"title":"\"Virtual reality fixed me\": A case report of the use of virtual reality during intensive interdisciplinary pain treatment.","authors":"Christopher D King, Vanessa A Olbrecht, Susan L Crowley, Kimberly L Klages, Emily T Deet, Nicole D Samuel, Kelsey Smith, Sara E Williams, Kendra J Homan","doi":"10.3233/PRM-230059","DOIUrl":null,"url":null,"abstract":"<p><p>Virtual reality (VR) is an innovative technology with the potential to enhance treatment for children with chronic pain and functional symptoms. Currently, little is known about patients' experiences of VR in the setting of intensive interdisciplinary pain treatment (IIPT). This study aimed to better understand how patients engage with and benefit from VR. This case report focuses on a 12-year-old female with amplified musculoskeletal pain syndrome and comorbid functional neurological disorder receiving treatment in inpatient IIPT. VR was incorporated into physical/occupational and recreational therapy sessions. A semi-structured interview was completed one-month post-discharge. Qualitative analysis revealed three major themes: Process of Change (VR was unique/immersive, reduced pain focus, challenged skepticism, and changed pain perception), Efficacy (VR increased movement, supported transitioning from a wheelchair to walking independently, and increased confidence, excitement, and surprise), and Engagement (VR aided in acknowledging progress, increased camaraderie, was fun, and challenged patient to extend treatment goals made in VR to real life). Therapist observations of the benefits and barriers to using VR in treatment are described. Overall, this report indicates that VR may be a helpful tool to use with existing IIPT interventions to enhance patient engagement in treatment and improve functionaloutcomes.</p>","PeriodicalId":16692,"journal":{"name":"Journal of pediatric rehabilitation medicine","volume":null,"pages":null},"PeriodicalIF":0.8000,"publicationDate":"2024-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of pediatric rehabilitation medicine","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3233/PRM-230059","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"PEDIATRICS","Score":null,"Total":0}
引用次数: 0

Abstract

Virtual reality (VR) is an innovative technology with the potential to enhance treatment for children with chronic pain and functional symptoms. Currently, little is known about patients' experiences of VR in the setting of intensive interdisciplinary pain treatment (IIPT). This study aimed to better understand how patients engage with and benefit from VR. This case report focuses on a 12-year-old female with amplified musculoskeletal pain syndrome and comorbid functional neurological disorder receiving treatment in inpatient IIPT. VR was incorporated into physical/occupational and recreational therapy sessions. A semi-structured interview was completed one-month post-discharge. Qualitative analysis revealed three major themes: Process of Change (VR was unique/immersive, reduced pain focus, challenged skepticism, and changed pain perception), Efficacy (VR increased movement, supported transitioning from a wheelchair to walking independently, and increased confidence, excitement, and surprise), and Engagement (VR aided in acknowledging progress, increased camaraderie, was fun, and challenged patient to extend treatment goals made in VR to real life). Therapist observations of the benefits and barriers to using VR in treatment are described. Overall, this report indicates that VR may be a helpful tool to use with existing IIPT interventions to enhance patient engagement in treatment and improve functionaloutcomes.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
"虚拟现实治愈了我":在跨学科疼痛强化治疗中使用虚拟现实技术的案例报告。
虚拟现实(VR)是一种创新技术,有可能加强对患有慢性疼痛和功能性症状的儿童的治疗。目前,人们对患者在跨学科疼痛强化治疗(IPT)过程中的 VR 体验知之甚少。本研究旨在更好地了解患者如何使用 VR 并从中受益。本病例报告的重点是一名 12 岁的女性患者,她患有肌肉骨骼疼痛综合征和合并功能性神经紊乱,正在接受住院跨学科疼痛治疗(IIPT)。VR 被纳入了物理/职业和娱乐治疗课程。出院一个月后完成了半结构式访谈。定性分析揭示了三大主题:改变的过程(VR 是独特的/沉浸式的,减少了对疼痛的关注,挑战了怀疑主义,并改变了对疼痛的感知)、功效(VR 增加了运动,支持从轮椅过渡到独立行走,并增加了自信、兴奋和惊喜)和参与(VR 有助于确认进展,增加了友情,很有趣,并挑战病人将在 VR 中制定的治疗目标扩展到现实生活中)。报告还描述了治疗师对在治疗中使用 VR 的好处和障碍的观察。总之,本报告表明,VR 可能是一种有用的工具,可与现有的 IIPT 干预措施一起使用,以提高患者对治疗的参与度并改善功能结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
2.30
自引率
5.30%
发文量
139
期刊最新文献
A confounding pediatric spinal cord injury: Anterior, central, or both? Does diagnosis matter? Evaluating impact of pediatric chronic pain diagnosis on pain and function. New-onset hydrocephalus in an adult with cerebral palsy: A case report and review of the literature. Caregiver and student perspectives on school services for students with traumatic brain injury during the COVID-19 pandemic. Review of Appetite for Risk-What it is, Who has it and How I survived, by Robert R. Abbott.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1