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Feasibility and Safety of a Virtual Reality Dodgeball Intervention for Chronic Low Back Pain: A Randomized Clinical Trial

机译:虚拟现实躲避球干预治疗慢性下腰痛的可行性和安全性:一项随机临床试验。

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摘要

Whereas the fear-avoidance model of chronic low back pain (CLBP) posits a generic avoidance of movement that is perceived as threatening, we have repeatedly shown that individuals with high fear and CLBP specifically avoid flexion of the lumbar spine. Accordingly, we developed a virtual dodgeball intervention designed to elicit graded increases in lumbar spine flexion while reducing expectations of fear and harm by engaging participants in a competitive game that is both entertaining and distracting. We recruited 52 participants (48% female) with CLBP and high fear of movement and randomized them to either a game group (n=26) or a control group (n=26). All participants completed a pregame baseline and a follow up assessment (4–6 days later) of lumbar spine motion and expectations of pain and harm during standardized reaches to high (easier), middle, and low (hardest to reach) targets. For three consecutive days, participants in the game group completed 15 minutes of virtual dodgeball between baseline and follow up. For the standardized reaching tests, there were no significant effects of group on changes in lumbar spine flexion, expected pain, or expected harm. However, virtual dodgeball was effective at increasing lumbar flexion within and across gameplay sessions. Participants reported strong positive endorsement of the game, no increases in medication use, pain, or disability, and no adverse events. Although these findings indicate that very brief exposure to this game did not translate to significant changes outside the game environment, this was not surprising given that graded exposure therapy for fear of movement among individuals with low back pain typically last 8–12 sessions. Given the demonstration of safety, feasibility and ability to encourage lumbar flexion within gameplay, these findings provide support for a clinical trial wherein the treatment dose is more consistent with traditional graded-exposure approaches to CLBP.
机译:慢性腰背痛(CLBP)的恐惧回避模型假定可以避免运动,这被认为具有威胁性,但我们已经反复表明,恐惧和CLBP高的人特别可以避免腰椎弯曲。因此,我们开发了一种虚拟躲避球干预措施,旨在通过使参与者参与娱乐性和分心性的竞争性游戏,引起腰椎屈曲的分级增加,同时降低对恐惧和伤害的期望。我们招募了52名CLBP,高度害怕运动的参与者(女性占48%),并将他们随机分为游戏组(n = 26)或对照组(n = 26)。所有参与者均完成了赛前基线和腰椎运动的随访评估(4-6天后),并在标准化达到较高(较容易),中度和较低(最难达到)的目标期间对疼痛和伤害的预期。连续三天,游戏组的参与者在基线和跟进之间完成了15分钟的虚拟躲避球。对于标准化的到达测试,组对腰椎弯曲,预期的疼痛或预期的伤害没有明显影响。但是,虚拟躲避球可以有效增加游戏内和游戏间的腰部弯曲度。参与者报告对游戏有强烈的正面认可,药物使用,疼痛或残疾没有增加,也没有不良事件。尽管这些发现表明,短暂暴露于该游戏并不能转化为游戏环境以外的重大变化,但这并不令人感到意外,因为对于担心腰背痛的个体进行运动,分级暴露疗法通常持续8至12次。考虑到安全性,可行性和鼓励游戏中腰部弯曲的能力,这些发现为临床试验提供了支持,其中治疗剂量与CLBP的传统分级暴露方法更为一致。

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