Pain Neuroscience Education Delivered Through Virtual Reality for Common Musculoskeletal Conditions Seen in Physical Therapy: An Exploratory Study

A. Louw, K. Zimney, Daniel Stopher, K. Saldanha, Jake Shockley, Lauren Elliott, Daniel Macera, Terry Cox
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Abstract

Treating persistent musculoskeletal pain in healthcare and globally is clinically challenging and emerging digital therapeutic treatments such as augmented and virtual reality may help ease this burden. Current best evidence supports pain neuroscience education (PNE) as a viable strategy to ease pain and disability of patients attending physical therapy with persistent musculoskeletal pain. The objective of this exploratory study was to determine what, if any, positive effects PNE delivered via virtual reality may yield on the four largest patient groups seen in physical therapy and healthcare in general – low back, neck, knee, and shoulder pain. Forty patients (10 patients each with low back, neck, knee, and shoulder pain) underwent a 12-minute PNE session following an in-person physical therapy session. Prior to and immediately following treatment, heart rate, self-reported pain ratings (numeric pain rating scale – NPRS), pain catastrophizing (pain catastrophization scale – PCS), fear-avoidance (fear-avoidance beliefs questionnaire – FABQ) and active range of motion was measured. Additionally, the global rating of change (GROC) scale was used following treatment to assess the patient experience. No significant changes were found in heart rate and blood pressure. FABQ-PA (physical activity) improved significantly in patients with neck, shoulder, and back pain, with large effect sizes. PCS improved significantly (p = 0.034) for patients with low back pain, while only patients with shoulder pain showed a significant change in self-reported pain (p = 0.04). Active range of motion improved significantly in both peripheral joint patient populations (knee flexion [p = 0.003], knee extension [p = 0.002] and shoulder flexion [p = 0.023]), but not spinal patients (back and neck). Mean GROC scores for patients with shoulder (3.0) and knee pain (3.4) were above the minimal clinically important difference. This is the first study to explore PNE-VR for different body regions in patients with persistent pain attending PT. The largest positive shifts were seen for fear of physical activity. Patients with shoulder pain and disability received the greatest benefit from PNE-VR, followed by patients with LBP and knee pain. Future research is needed to develop, test and implement larger scale, controlled trails of virtual reality for patients seeking care for musculoskeletal pain in healthcare. Citation: Louw A, Zimney K, Stopher D, Saldanha KG, Shockley J, et al. (2023) Pain Neuroscience Education Delivered Through Virtual Reality for Common Musculoskeletal Conditions Seen in Physical Therapy: An Exploratory Study. Rep Glob Health Res 6: 157. DOI: 10.29011/2690-9480.100157. 2 Volume 06; Issue 02
物理治疗中常见肌肉骨骼疾病的虚拟现实疼痛神经科学教育:一项探索性研究
在医疗保健和全球范围内治疗持续性肌肉骨骼疼痛在临床上具有挑战性,新兴的数字治疗方法(如增强现实和虚拟现实)可能有助于减轻这一负担。目前最好的证据支持疼痛神经科学教育(PNE)作为一种可行的策略,以减轻疼痛和残疾的患者参加物理治疗持续性肌肉骨骼疼痛。本探索性研究的目的是确定通过虚拟现实提供的PNE可能对物理治疗和医疗保健中常见的四种最大的患者群体(腰痛、颈痛、膝痛和肩痛)产生什么积极影响,如果有的话。40例患者(腰、颈、膝、肩疼痛各10例)在现场物理治疗后接受了12分钟的PNE治疗。在治疗前和治疗后立即测量心率、自我报告疼痛评分(数字疼痛评定量表- NPRS)、疼痛灾难化(疼痛灾难化量表- PCS)、恐惧-回避(恐惧-回避信念问卷- FABQ)和活动范围。此外,治疗后使用全球变化评分(GROC)量表来评估患者的体验。心率和血压没有明显变化。颈部、肩部和背部疼痛患者的FABQ-PA(体力活动)显著改善,效应量大。腰痛患者的PCS显著改善(p = 0.034),而只有肩痛患者的自我报告疼痛有显著变化(p = 0.04)。外周关节患者(膝关节屈曲[p = 0.003],膝关节伸直[p = 0.002]和肩部屈曲[p = 0.023])的活动范围均有显著改善,但脊柱患者(背部和颈部)的活动范围无显著改善。肩关节疼痛患者的平均GROC评分(3.0)和膝关节疼痛患者的平均GROC评分(3.4)高于最低临床重要差异。这是第一个探索PNE-VR对参加PT的持续性疼痛患者不同身体区域的影响的研究。最大的积极变化是由于害怕体育活动。肩关节疼痛和残疾患者从PNE-VR中获益最大,其次是腰痛和膝关节疼痛患者。未来的研究需要开发、测试和实施更大规模的虚拟现实,为医疗保健中寻求肌肉骨骼疼痛护理的患者提供可控的跟踪。引用本文:low A, Zimney K, Stopher D, Saldanha KG, Shockley J,等。(2023)通过虚拟现实为物理治疗中常见肌肉骨骼疾病提供疼痛神经科学教育:一项探索性研究。全球健康报告,6:157。DOI: 10.29011 / 2690 - 9480.100157。2卷06;问题02
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