Experiences of a Home-based Virtual Reality Serious Game in People With Chronic Non-specific Neck Pain: A Qualitative Study.
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 11
- 试验地点
- 1
- 主要终点
- General experience with the virtual reality serious game
研究概览
简要总结
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.
研究设计
- 研究类型
- Interventional
- 分配方式
- Na
- 干预模型
- Single Group
- 主要目的
- Other
- 盲法
- None
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 否
入选标准
- •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)
排除标准
- •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
研究组 & 干预措施
People with chronic non-specific neck pain
Group 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
干预措施: Semi-structured interview (Other)
结局指标
主要结局
General experience with the virtual reality serious game
时间窗: 30-60 minutes
Participants' responses based on the questions asked in the semi-structured interviews
次要结局
未报告次要终点
