Sociodemographic Predictors of Clinical Effectiveness, Therapeutic Program Engagement, and Device Usability for an In-Home Virtual Reality Program for Chronic Low Back Pain: Secondary Analysis of a Randomized Controlled Trial.

Journal of medical extended reality Pub Date : 2024-04-18 eCollection Date: 2024-01-01 DOI:10.1089/jmxr.2023.0013
Todd Maddox, Liesl Oldstone, Josh Sackman, Emily Judge, Roselani Maddox, Takisha Adair, Kelsey Ffrench, Charisse Y Sparks, Beth D Darnall
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Abstract

Health care inequities are well-established in chronic pain care. Immersive digital therapeutics may transcend such barriers by offering in-home access with no Wi-Fi connectivity required, and easy to use, gaze-based navigation, and therapeutic delivery. The objective of this report is to determine whether clinical effectiveness, therapeutic program engagement, and virtual reality (VR) device usability of an Food and Drug Administration (FDA)-authorized, proprietary skills-based VR program for chronic pain (i.e., RelieVRx®) are affected by key sociodemographic factors (age, gender, race/ethnicity, and socioeconomic status [SES]) often associated with reduced patient engagement and clinical effectiveness. We report a secondary analysis of a large (n = 1,093) randomized controlled trial that compared skills-based VR with active sham VR. The sample was demographically diverse with self-reported nonmalignant chronic low back pain ≥3 months duration with average pain intensity and pain interference ≥4/10. Data were collected from January 31, 2022, to October 31, 2022. The clinical effectiveness, therapeutic program engagement, and VR device usability of skills-based VR were generally unaffected by age (<65 vs. 65+ years), gender (male vs. female), race/ethnicity (White vs. Black vs. other), and SES (education and income), with a few exceptions (age difference for therapeutic program engagement; race/ethnicity difference for device usability). National calls for improved access to nonpharmacological pain care are addressed with this skills-based VR program, which is self-administered in-home, requires no Wi-Fi connectivity, uses gaze-based navigation, and requires on average 6 min/day. TRIAL REGISTRATION: ClinicalTrials.gov NCT05263037.

慢性腰痛的家庭虚拟现实项目的临床效果、治疗项目参与和设备可用性的社会人口学预测因素:一项随机对照试验的二次分析。
在慢性疼痛护理中,卫生保健不公平现象是公认的。沉浸式数字治疗可能会超越这些障碍,提供不需要Wi-Fi连接的家庭访问,易于使用,基于凝视的导航和治疗交付。本报告的目的是确定美国食品和药物管理局(FDA)批准的基于专有技能的慢性疼痛VR项目(即RelieVRx®)的临床有效性、治疗项目参与度和虚拟现实(VR)设备可用性是否受到关键社会人口因素(年龄、性别、种族/民族和社会经济地位[SES])的影响,这些因素通常与患者参与度和临床有效性降低有关。我们报告了一项大型(n = 1093)随机对照试验的二次分析,该试验比较了基于技能的VR和主动假VR。样本在人口统计学上存在差异,自我报告的非恶性慢性腰痛持续时间≥3个月,平均疼痛强度和疼痛干扰≥4/10。数据收集时间为2022年1月31日至2022年10月31日。基于技能的虚拟现实的临床有效性、治疗计划参与和虚拟现实设备可用性通常不受年龄的影响(
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