一种新的虚拟现实干预结合运动练习和身体错觉治疗慢性背痛:前瞻性可行性研究。

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-03-30 DOI:10.2196/81051
Isabel Neumann, Stefan Lindner, Yevgeniya Nedilko, Ralitsa Zhivova, Michael Gödde, Tobias Tischer-Zeitz, Heike L Rittner, Ivo Käthner
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引用次数: 0

摘要

背景:虚拟现实(VR)已被证明在提供非药物干预以减少急性和慢性疼痛方面是有效的。对于非特异性慢性腰痛(CLBP)的治疗,它提供了优于传统治疗方案的优点,例如具有实时表现反馈和虚拟体现的游戏化运动练习的可能性。我们实现了一种新颖的沉浸式VR干预(一种严肃的游戏),结合了这些元素。目的:本研究评估游戏化VR干预的可行性、耐受性和初步临床疗效。方法:CLBP患者(n=20,平均年龄47岁,SD 14岁,症状持续时间>3个月至≤5年,方便样本)参加为期9周的前瞻性单臂预注册试验。VR治疗阶段持续3周,每周在维尔茨堡大学医院(德国)进行2次VR治疗。治疗前为2周基线期,治疗后为4周。在治疗过程中,患者戴着头戴式显示器。在虚拟现实中,他们化身为虚拟化身,进行游戏化的动作练习。参与者沉浸在一个虚拟的玩具厂中,他们的任务是教5个不同的玩具如何移动。他们通过覆盖在化身上的全息图收到实时的表现反馈。在表现的基础上,要表演的动作逐渐变得更加困难(分级暴露)。主要结局指标是依从性和副作用,用于评估可行性和耐受性(模拟疾病问卷),疼痛强度评分(数值评分0-10)用于评估初始临床疗效。次要结果包括背部和任务特定功能,以及进一步测试初始临床疗效和评估恐惧避免信念的问卷调查。结果:依从性高(18/ 20,90 %)。与基线水平相比,参与者表示治疗后疼痛减轻(平均差值0.73,CI 0.27-1.19; t16=3.38; P= 0.004; d=0.82)。只有很少和轻微的副作用。任务和背部功能改善(即日常生活活动;背部表现量表:F2,34=4.53; P= 0.02; η2g=0.04; Roland-Morris残疾问卷:F2,26=4.73; P= 0.02; η2g=0.08),运动限制减少(F2,32=10.82;结论:我们实施了游戏化沉浸式VR干预治疗CLBP。游戏化的运动练习和虚拟身体错觉的结合是独一无二的,它第一次通过覆盖在用户虚拟化身上的全息图提供实时反馈。研究证明了该干预措施的可行性和安全性。临床疗效的初步测试显示对疼痛、身体功能和日常活动有积极作用。然而,这些都没有达到临床重要性的阈值。需要随机对照试验来检验效果的特异性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Novel Virtual Reality Intervention Combining Movement Exercises and Body Illusions for the Treatment of Chronic Back Pain: Prospective Feasibility Study.

Background: Virtual reality (VR) has proven effective in delivering nonpharmacological interventions to reduce acute and chronic pain. For the treatment of nonspecific chronic low back pain (CLBP), it offers benefits over traditional treatment options, such as the possibility of gamified movement exercises with real-time performance feedback and virtual embodiment. We implemented a novel immersive VR intervention (a serious game) that combined these elements.

Objective: This study evaluated the feasibility, tolerability, and initial clinical efficacy of the gamified VR intervention.

Methods: Patients with CLBP (n=20; mean age 47, SD 14 years; symptom duration >3 months to ≤5 years; convenience sample) took part in a prospective, single-arm, and preregistered trial over 9 weeks. The VR therapy phase lasted 3 weeks, and there were 2 VR sessions per week conducted at the University Hospital Wuerzburg (Germany). Before the therapy phase, there was a 2-week baseline phase, and the posttherapy phase lasted 4 weeks. During the sessions, patients wore a head-mounted display. In VR, they embodied a virtual avatar and performed gamified movement exercises. Participants were immersed in a virtual toy factory, and they had the task of teaching 5 different toys how to move. They received real-time feedback on performance through a hologram overlaying their avatar. Based on performance, movements to be performed became gradually more difficult (graded exposure). Primary outcome measures were adherence and side effects for assessing feasibility and tolerability (Simulator Sickness Questionnaire), and pain intensity ratings (numerical rating scale 0-10) were used for assessing initial clinical efficacy. Secondary outcomes included back- and task-specific functioning and questionnaires to further test initial clinical efficacy and assess fear-avoidance beliefs.

Results: Adherence was high (18/20, 90%). Participants indicated lower pain in the posttherapy phase compared with baseline levels (mean difference 0.73, CI 0.27-1.19; t16=3.38; P=.004; d=0.82). There were only few and minor side effects. Task- and back-specific functioning improved (ie, performing daily life activities; Back Performance Scale: F2,34=4.53; P=.02; η2g=0.04; Roland-Morris Disability Questionnaire: F2,26=4.73; P=.02; η2g=0.08), and movement restrictions decreased (F2,32=10.82; P<.001; η2g=0.06). There were no changes in the psychological outcome measures (eg, fear avoidance beliefs). Across all VR sessions, study participants reported high levels of fun (mean 8.07, SD 1.99).

Conclusions: We implemented a gamified immersive VR intervention for the treatment of CLBP. The combination of gamified movement exercises and virtual body illusions is unique, and for the first time, it included real-time feedback via a hologram overlaying the virtual avatar of the user. The study demonstrated the feasibility and safety of the intervention. Initial tests of the clinical efficacy revealed positive effects on pain, physical functioning, and daily activities. However, these did not reach the thresholds of clinical importance. A randomized controlled trial is needed to test the specificity of the effects.

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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.
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