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Clinical Trials/NCT05244681
NCT05244681
Completed
Not Applicable

Experiences of a Home-based Virtual Reality Serious Game in People With Chronic Non-specific Neck Pain: A Qualitative Study.

Université Catholique de Louvain1 site in 1 country11 target enrollmentMarch 11, 2022

Overview

Phase
Not Applicable
Intervention
Not specified
Conditions
Chronic Non-specific Neck Pain
Sponsor
Université Catholique de Louvain
Enrollment
11
Locations
1
Primary Endpoint
General experience with the virtual reality serious game
Status
Completed
Last Updated
3 years ago

Overview

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.

Registry
clinicaltrials.gov
Start Date
March 11, 2022
End Date
December 22, 2022
Last Updated
3 years ago
Study Type
Interventional
Study Design
Single Group
Sex
All

Investigators

Responsible Party
Sponsor

Eligibility Criteria

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

Outcomes

Primary Outcomes

General experience with the virtual reality serious game

Time Frame: 30-60 minutes

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

Study Sites (1)

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