Modifying lumbar flexion pain thresholds in patients with chronic low back pain through visual-proprioceptive manipulation with virtual reality: a cross-sectional study.

IF 5.2 2区 医学 Q1 ENGINEERING, BIOMEDICAL
Jaime Jordán-López, María D Arguisuelas, Julio Doménech, M Lourdes Peñalver-Barrios, Marta Miragall, Rocío Herrero, Rosa M Baños, Juan J Amer-Cuenca, Juan F Lisón
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Abstract

Study design: Cross-sectional study.

Background: Movement-evoked pain may serve as a protective response influenced by visual-proprioceptive cues signaling potentially threatening movements. This study aimed to assess the impact of manipulating visual-proprioceptive feedback using virtual reality (VR) during lumbar flexion on movement-evoked pain thresholds. Additionally, we explored whether individuals with elevated pain, kinesiophobia, and catastrophizing were more susceptible to visual-proprioceptive manipulation.

Methods: Fifty participants with non-specific chronic low back pain (cLBP) were included. We assessed lumbar flexion-evoked pain thresholds alongside pain levels, pain interference, kinesiophobia, and catastrophizing. Participants performed lumbar flexion movements in three conditions: (1) without VR (control, F), (2) with a virtual illusion shortening the perceived arm length by 20% (understated condition, F-), and (3) with a virtual illusion elongating arm length by 20% (overstated condition, F +). Range of motion (ROM) was measured using an electro-goniometer. One-way ANOVA with Bonferroni post-hoc tests examined differences among conditions, and three two-sample t-tests explored whether individuals with higher pain, kinesiophobia, and catastrophizing were more affected by visual-proprioceptive manipulation.

Results: Understating the flexion task (F-) led to a 5% increase in movement compared to the control (P = 0.04; 95% CI [0.6%, 10.7%]) and a 7% increase compared to the overstated condition (F +) (P < 0.001; 95% CI [2.6%, 11.6%]). Additionally, individuals with higher pain levels and pain interference, exhibited a more pronounced response to the understated condition (F-).

Conclusions: Manipulating visual-proprioceptive feedback through VR significantly influenced pain thresholds during lumbar flexion in cLBP patients. The understated condition (F-) extended pain-free movement, delaying pain onset. Furthermore, pain intensity and interference modulated susceptibility to visual feedback manipulation. These findings enhance our understanding of how visual-proprioceptive feedback influences pain perception and movement patterns in cLBP. They suggest new avenues for pain assessment, therapeutic interventions, and clinical strategies, particularly for individuals with high pain levels, interference, kinesiophobia, and catastrophizing. TRIAL REGISTRATION  : This study was retrospectively registered in the ClinicalTrials.gov with identifier NCT06750887.

通过虚拟现实的视觉本体感觉操作来改变慢性下腰痛患者的腰屈痛阈值:一项横断面研究。
研究设计:横断面研究。背景:运动引起的疼痛可能作为一种保护性反应,受到视觉本体感觉信号的影响,暗示潜在的威胁运动。本研究旨在评估在腰椎屈曲期间使用虚拟现实(VR)操纵视觉本体感受反馈对运动诱发疼痛阈值的影响。此外,我们还探讨了疼痛加剧、运动恐惧症和灾难化的个体是否更容易受到视觉本体感觉操纵的影响。方法:纳入50例非特异性慢性腰痛(cLBP)患者。我们评估了腰椎屈曲诱发的疼痛阈值以及疼痛水平、疼痛干扰、运动恐惧症和灾难化。参与者在三种情况下进行腰椎屈曲运动:(1)没有VR(对照组,F),(2)虚拟错觉使感知到的手臂长度缩短20%(低估条件,F-),(3)虚拟错觉使手臂长度延长20%(夸大条件,F +)。运动范围(ROM)用电测角仪测量。Bonferroni事后检验的单因素方差分析检验了不同情况下的差异,三个双样本t检验探讨了疼痛、运动恐惧症和灾难化程度较高的个体是否更容易受到视觉本体感觉操纵的影响。结果:与对照组相比,低估屈曲任务(F-)导致运动增加5% (P = 0.04;95% CI[0.6%, 10.7%])和与夸大情况(F +)相比增加7% (P结论:通过VR操纵视觉本体感觉反馈显著影响cLBP患者腰椎屈曲时的疼痛阈值。低调状态(F-)延长无痛运动,延迟疼痛发作。此外,疼痛强度和干扰调节了视觉反馈操作的敏感性。这些发现增强了我们对视觉-本体感觉反馈如何影响cLBP的疼痛感知和运动模式的理解。他们提出了疼痛评估、治疗干预和临床策略的新途径,特别是对于高疼痛水平、干扰、运动恐惧症和灾难化的个体。试验注册:本研究在ClinicalTrials.gov上回顾性注册,识别码为NCT06750887。
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来源期刊
Journal of NeuroEngineering and Rehabilitation
Journal of NeuroEngineering and Rehabilitation 工程技术-工程:生物医学
CiteScore
9.60
自引率
3.90%
发文量
122
审稿时长
24 months
期刊介绍: Journal of NeuroEngineering and Rehabilitation considers manuscripts on all aspects of research that result from cross-fertilization of the fields of neuroscience, biomedical engineering, and physical medicine & rehabilitation.
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