虚拟现实疗法与传统康复治疗相结合对慢性颈痛患者疼痛、运动功能和残疾的影响:随机对照试验

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-04-24 DOI:10.2196/42829
Qifan Guo, Liming Zhang, Leo Lianyi Han, Chenfan Gui, Guanghui Chen, Chunyan Ling, Wei Wang, Qiang Gao
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However, there is still a lack of high-quality studies evaluating the efficacy of VR therapy combined with conventional rehabilitation for patients with chronic neck pain, particularly in terms of kinematic function.\n\n\nOBJECTIVE\nThis study aims to investigate the effect of VR therapy combined with conventional rehabilitation on pain, kinematic function, and disability in patients with chronic neck pain.\n\n\nMETHODS\nWe conducted an assessor-blinded, allocation-concealed randomized controlled trial. Sixty-four participants experiencing chronic neck pain were randomly allocated into the experimental group that underwent VR rehabilitation plus conventional rehabilitation or the control group receiving the same amount of conventional rehabilitation alone for 10 sessions over 4 weeks. Pain intensity, disability, kinematic function (cervical range of motion, proprioception, and mean and peak velocity), degree of satisfaction, and relief of symptoms were evaluated at 3 timepoints (baseline, postintervention, and at 3 months follow-up). A 2*3 mixed repeated measures analysis of variance was utilized for analyzing the difference across indicators, with a significant difference level of .05.\n\n\nRESULTS\nBoth groups demonstrated significant improvements in pain, disability, and kinematic functions (P<.05) at postintervention and at 3-month follow-up. The experimental group showed superior therapeutic outcomes compared to the control group in pain reduction (mean difference from the baseline: 5.50 vs 1.81 at posttreatment; 5.21 vs 1.91 at the 3-month follow-up, respectively; P<.001), disability improvement (mean difference from baseline: 3.04 vs 0.50 at posttreatment; 3.20 vs 0.85 at the 3-month follow-up, respectively; P<.001), and enhanced kinematic functions (P<.05). 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引用次数: 0

摘要

背景颈部疼痛是一种常见病,会导致颈部运动功能障碍,进而造成残疾,给全球医疗保健带来沉重负担。作为一种新兴工具,虚拟现实(VR)技术已被用于解决颈痛患者的疼痛问题并减少残疾。然而,目前仍缺乏高质量的研究来评估虚拟现实疗法与传统康复治疗相结合对慢性颈部疼痛患者的疗效,尤其是在运动功能方面。目的本研究旨在调查虚拟现实疗法与传统康复治疗相结合对慢性颈部疼痛患者的疼痛、运动功能和残疾的影响。64名慢性颈部疼痛患者被随机分配到实验组,接受VR康复治疗和常规康复治疗,或对照组,在4周内接受10次相同疗程的常规康复治疗。在 3 个时间点(基线、干预后和 3 个月随访)对疼痛强度、残疾程度、运动功能(颈椎活动范围、本体感觉、平均速度和峰值速度)、满意程度和症状缓解情况进行评估。结果两组在干预后和 3 个月随访时,疼痛、残疾和运动功能均有显著改善(P<.05)。与对照组相比,实验组在减轻疼痛(与基线相比,治疗后的平均差异分别为 5.50 vs 1.81;3 个月随访时的平均差异分别为 5.21 vs 1.91;P<.001)、改善残疾(与基线相比,治疗后的平均差异分别为 3.04 vs 0.50;3 个月随访时的平均差异分别为 3.20 vs 0.85;P<.001)和增强运动功能(P<.05)方面的治疗效果更佳。此外,与对照组相比,实验组参与者对症状的满意度和缓解程度更高(P<.05),在随访期间运动的主动性也更好。不过,在本体感觉的改善方面,组间没有差异。结论:我们的研究结果表明,将虚拟现实疗法与传统康复治疗相结合,对缓解慢性颈部疼痛患者的疼痛、增强运动功能和减少残疾有一定疗效。未来的研究重点应放在完善 VR 疗法的治疗方案和剂量,以及优化其在临床环境中的应用,以提高其便利性和有效性。 TRIAL REGISTRATIONChinese Clinical Trial Registry ChiCTR2000040132; http://www.chictr.org.cn/showproj.aspx?proj=64346.
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Effects of Virtual Reality Therapy Combined With Conventional Rehabilitation on Pain, Kinematic Function, and Disability in Patients With Chronic Neck Pain: Randomized Controlled Trial.
BACKGROUND Neck pain is a common condition that leads to neck motor dysfunction and subsequent disability, with a significant global health care burden. As a newly emerging tool, virtual reality (VR) technology has been employed to address pain and reduce disability among patients with neck pain. However, there is still a lack of high-quality studies evaluating the efficacy of VR therapy combined with conventional rehabilitation for patients with chronic neck pain, particularly in terms of kinematic function. OBJECTIVE This study aims to investigate the effect of VR therapy combined with conventional rehabilitation on pain, kinematic function, and disability in patients with chronic neck pain. METHODS We conducted an assessor-blinded, allocation-concealed randomized controlled trial. Sixty-four participants experiencing chronic neck pain were randomly allocated into the experimental group that underwent VR rehabilitation plus conventional rehabilitation or the control group receiving the same amount of conventional rehabilitation alone for 10 sessions over 4 weeks. Pain intensity, disability, kinematic function (cervical range of motion, proprioception, and mean and peak velocity), degree of satisfaction, and relief of symptoms were evaluated at 3 timepoints (baseline, postintervention, and at 3 months follow-up). A 2*3 mixed repeated measures analysis of variance was utilized for analyzing the difference across indicators, with a significant difference level of .05. RESULTS Both groups demonstrated significant improvements in pain, disability, and kinematic functions (P<.05) at postintervention and at 3-month follow-up. The experimental group showed superior therapeutic outcomes compared to the control group in pain reduction (mean difference from the baseline: 5.50 vs 1.81 at posttreatment; 5.21 vs 1.91 at the 3-month follow-up, respectively; P<.001), disability improvement (mean difference from baseline: 3.04 vs 0.50 at posttreatment; 3.20 vs 0.85 at the 3-month follow-up, respectively; P<.001), and enhanced kinematic functions (P<.05). Moreover, participants in the experimental group reported better satisfaction and relief of symptoms than the control group (P<.05), with better initiative for exercising during the follow-up period. However, there was no between-group difference of improvement in proprioception. No adverse events were reported or observed in our research. CONCLUSIONS The findings of our study support the efficacy of combining VR therapy with conventional rehabilitation in alleviating pain, enhancing kinematic function, and reducing disability of patients with chronic neck pain. Future research should focus on refining the therapeutic protocols and dosages for VR therapy as well as on optimizing its application in clinical settings for improved convenience and effectiveness. TRIAL REGISTRATION Chinese Clinical Trial Registry ChiCTR2000040132; http://www.chictr.org.cn/showproj.aspx?proj=64346.
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
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