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Experiences of a Home-based Virtual Reality Serious Game in People With Chronic Non-specific Neck Pain

Not Applicable
Completed
Conditions
Chronic Non-specific Neck Pain
Interventions
Other: Semi-structured interview
Registration Number
NCT05244681
Lead Sponsor
Université Catholique de Louvain
Brief Summary

Background: Immersive virtual reality (VR) has been used for several years in the treatment of chronic neck pain. This new type of rehabilitation device, which can be used at home, is promising and seems to be as effective as conventional treatments for neck pain. Exploring the experience of people with chronic neck pain using this type of rehabilitation device at home could, among other things, help to understand the factors favoring good adherence and those not favoring it. This could also help us to improve VR home rehabilitation programs according to the patients' needs, preferences and expectations. However, currently, no studies have qualitatively evaluated the experience of people with chronic non-specific neck pain using an immersive VR serious game at home.

Objective: To explore the experience of people with chronic non-specific neck pain who used an immersive VR serious game at home.

Methods: Individual semi-structured interviews will be conducted with people with chronic non-specific neck pain. Interviews will last for approximately 30 to 60 minutes and will be carried out face-to-face or via videoconference (Microsoft Teams), depending on up-to-date guidance relating to the Covid-19 pandemic. Semi-structured interviews will be audio-recorded and transcribed verbatim. The transcripts will be read several times and analyzed using thematic analysis, with themes emerging from the transcripts (inductive approach). These themes will be defined and revised throughout the analysis process.

Discussion: Study findings will help to better understand the experience of people with chronic non-specific neck pain using a VR serious game at home, and then will allow to adapt it to the subjects' needs, preferences and expectations. These adaptations could further increase adherence to treatment and/or improve clinical outcomes for people with chronic non-specific neck pain using this type of rehabilitation device at home.

Detailed Description

Not available

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
11
Inclusion Criteria
  • Adults (over 18 years), men or women, living in Belgium
  • Chronic (> 3 months) non-specific neck pain (no specific cause responsible for the neck pain)
  • To speak fluent French and to be able to provide informed consent to take part in an interview
  • To be able to take part in a semi-structured interview
  • No susceptibility to motion sickness, according to the Motion Sickness Susceptibility Questionnaire (MSSQ)
Exclusion Criteria
  • Age under 18 years
  • Specific cause responsible for the neck pain (cancer, fracture, etc.)
  • Signs of sensorimotor dysfunction (dizziness, vestibular disorders)
  • Susceptibility to motion sickness, according to the MSSQ
  • Vision problems
  • Altered comprehension or inability to speak fluent French
  • Inability to provide written informed consent or to take part in a semi-structured interview

Study & Design

Study Type
INTERVENTIONAL
Study Design
SINGLE_GROUP
Arm && Interventions
GroupInterventionDescription
People with chronic non-specific neck painSemi-structured interviewGroup of people with chronic non-specific neck pain who agreed to participate in a semi-structured interview about their experience using an immersive virtual reality serious game at home
Primary Outcome Measures
NameTimeMethod
General experience with the virtual reality serious game30-60 minutes

Participants' responses based on the questions asked in the semi-structured interviews

Secondary Outcome Measures
NameTimeMethod

Trial Locations

Locations (1)

Université Catholique de Louvain

🇧🇪

Bruxelles, Belgium

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