Pain Rehabilitation Virtual Reality (PRVR): Innovations to Enhance Mobility in the Presence of Pain
- Conditions
- Musculoskeletal PainFibromyalgiaChronic PainVirtual Reality
- Interventions
- Behavioral: Pain Rehabilitation Virtual Reality (PRVR)
- Registration Number
- NCT04636177
- Lead Sponsor
- Stanford University
- Brief Summary
The proposed research is a single arm feasibility trial of pain rehabilitation virtual reality (PRVR) aimed at measuring feasibility, acceptability and utility of VR as well as changes in physical function and fear for adolescents with chronic musculoskeletal pain. The intervention includes standard physiotherapy treatment including functional goal setting and progressive exercise.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- ACTIVE_NOT_RECRUITING
- Sex
- All
- Target Recruitment
- 34
- 10 to 17 years old
- Musculoskeletal pain (e.g. localized [back, limb], diffuse) not due to acute trauma (e.g. active sprain or fracture)
- English Language Proficiency
- Significant cognitive impairment (e.g., brain injury)
- Significant medical or psychiatric problem that would interfere (e.g. psychosis, suicidality)
- Presents with a condition that interferes with virtual reality usage (e.g., history of seizure, facial injury precluding safe placement of headset, visual impairment, significant hearing impairment impact ability to follow audio instructions).
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- SINGLE_GROUP
- Arm && Interventions
Group Intervention Description Pain Rehabilitation Virtual Reality (PRVR) Pain Rehabilitation Virtual Reality (PRVR) Participants will complete VR in PT to engage participants in a series of immersive games customized to align with individual PT needs delivered over \~6-12 weeks or until clinician believes the patient is done with treatment. Patients in the PRVR arm will be given a structured HEP to practice prescribed exercises at home with integrated VR activities. PRVR participants will be allocated a VR headset for use in PT sessions and with HEP. VR will supplement treatment and be used in session (either in-person or telehealth) and at home as part of their prescribed treatment homework.
- Primary Outcome Measures
Name Time Method Feasibility, Acceptability, and Utility of VR Baseline to end of treatment at 6-8 weeks, on average Acceptability will be assessed via collected use metrics (e.g. how long the app was played each day) and will also qualitatively at the end of treatment through interview questions related to acceptability, ease of use, comprehensibility, and suggestions for improvement. Qualitative responses will be described and summarized.
- Secondary Outcome Measures
Name Time Method Physical Function: Upper Extremity Baseline to end of treatment at 6-8 weeks, on average Upper Extremity Functional Index (UEFI): a 20- item validated patient-reported measures of
Pain-related Fear and Avoidance Baseline to end of treatment at 6-8 weeks, on average Fear of Pain Questionnaire Short Form (FOPQ- SF): a 10-item validated patient-reported measure of pain-related fear and avoidance. (score Min=0, Max=40; lower score indicates less fear and avoidance/better outcomes).
Physical Function: Lower Extremity Baseline to end of treatment at 6-8 weeks, on average Lower Extremity Functional Scale (LEFS): a 20-item validated patient-reported measure of lower extremity function. (score Min=0, Max=80; lower score indicates greater disability/worse outcomes).
Trial Locations
- Locations (2)
California Rehabilitation and Sports Therapy
🇺🇸Palo Alto, California, United States
Pediatric Pain Management Clinic - Stanford Children's Health
🇺🇸Menlo Park, California, United States