The Use of Virtual Reality in the Rehabilitation of Chronic Nonspecific Neck Pain A Systematic Review and Meta-Analysis

被引:9
|
作者
Ye, Gongkai [1 ,4 ]
Koh, Ryan G. L. [1 ]
Jaiswal, Kishore [2 ]
Soomal, Harghun [3 ]
Kumbhare, Dinesh [1 ]
机构
[1] Univ Hlth Network, Res Inst K, Toronto Rehabil Inst, Toronto, ON, Canada
[2] Queens Univ, Kingston, ON, Canada
[3] McMaster Univ, Biomed Engn & Heath Sci, Toronto, ON, Canada
[4] Toronto Rehabil Inst, Toronto, ON, Canada
来源
CLINICAL JOURNAL OF PAIN | 2023年 / 39卷 / 09期
关键词
virtual reality; chronic neck pain; rehabilitation; MOUNTED DISPLAY HELMET; COLD PRESSOR PAIN; VIDEOGAME DISTRACTION; RISK-FACTORS; EPIDEMIOLOGY; QUALITY; WORKERS;
D O I
10.1097/AJP.0000000000001134
中图分类号
R614 [麻醉学];
学科分类号
100217 ;
摘要
Objectives:There has been a major interest in using virtual reality (VR) as a pain-management tool. This systematic review evaluated the literature on the use of VR in the treatment of chronic nonspecific neck pain (CNNP). Methods:Electronic database searches were conducted in Cochrane, Medline, PubMed, Web of Science, Embase, and Scopus between inception and November 22, 2022. Search terms used were synonyms of "chronic neck pain" and "virtual reality." Inclusion criteria were as follows: chronic neck pain patients or pain lasting longer than 3 months; nonspecific neck pain; adult population; VR intervention; and functional and/or psychological outcomes. Study characteristics, quality, participant demographics, and results were independently extracted by 2 reviewers. Results:VR interventions demonstrated significant improvement in patients experiencing CNNP. Scores in the visual analogue scale, the Neck Disability Index, and range of motion were significantly improved compared with baseline but not better than gold standard kinematic treatments. Discussion:Our results suggest that VR is a promising tool for chronic pain management; however, there is a lack of VR intervention design consistency, objective outcome measures, follow-up reporting, and large sample sizes. Future research should focus on designing VR interventions to serve specific, individualized movement goals as well as combining quantifiable outcomes with existing self-report measures.
引用
收藏
页码:491 / 500
页数:10
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