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Accepted for/Published in: Journal of Medical Internet Research

Date Submitted: May 7, 2023
Open Peer Review Period: May 7, 2023 - Jul 2, 2023
Date Accepted: Jul 4, 2024
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Immersive and Nonimmersive Virtual Reality–Assisted Active Training in Chronic Musculoskeletal Pain: Systematic Review and Meta-Analysis

Lo HH, Zhu M, Zou Z, Wong CL, Lo SH, Chung VC, Wong SY, Sit RW

Immersive and Nonimmersive Virtual Reality–Assisted Active Training in Chronic Musculoskeletal Pain: Systematic Review and Meta-Analysis

J Med Internet Res 2024;26:e48787

DOI: 10.2196/48787

PMID: 39159449

PMCID: 11369537

Immersive and Non-Immersive Virtual reality (VR) assisted Active Training in Chronic Musculoskeletal Pain: A systematic review and meta-analysis

  • Hermione HM Lo; 
  • Menting Zhu; 
  • Zihui Zou; 
  • Cho Lee Wong; 
  • Suzanne HS Lo; 
  • Vincent CH Chung; 
  • Samuel YS Wong; 
  • Regina WS Sit

ABSTRACT

Virtual reality (VR) has been increasingly used as a non-pharmacological method for chronic pain management. Within VR applications, an important distinction can be made between immersive and non-immersive media, which differs in spatial presences. We conducted this systematic review of randomized control trials (RCTs) to assess the effectiveness of VR-assisted physical therapy versus conventional controls in chronic musculoskeletal pain, and to analyze the effects of immersive versus non-immersive VR on pain outcomes. Seven databases were searched from inception to 15th April 2023. Primary outcome was pain intensity; secondary outcomes included functional disability and kinesiophobia. Available data were pooled in meta-analysis. Studies were graded by Cochrane risk-of-bias tool 2. Twenty-five RCT (n=1010) with some concerns to high risk of bias were identified, of which 22 were included in meta-analysis. In low back pain, short-term outcomes (post-intervention) found that non-immersive VR was effective in reducing pain (SMD -1.79, 95% CI: -2.72 to -0.87, P=0.0001), improving disability (SMD: -0.44, 95% CI: -0.72 to -0.16, P=0.002) and kinesiophobia (SMD: -2.94, 95% CI: -5.20 to -0.68, P=0.01); intermediate-term outcomes measured at 6 months also showed that non-immersive VR was effective in reducing pain (SMD: -8.15, 95% CI: -15.29 to -1.01, P=0.03) and kinesiophobia (SMD: -4.28, 95% CI: -8.12 to -0.44, P=0.03). For neck pain, immersive VR reduced pain intensity (SMD: -0.48, 95% CI: -0.75 to -0.21, P=0.0004) but not disability and kinesiophobia in short-term. No statistical significances were detected for knee pain or other pain regions at all time points.


 Citation

Please cite as:

Lo HH, Zhu M, Zou Z, Wong CL, Lo SH, Chung VC, Wong SY, Sit RW

Immersive and Nonimmersive Virtual Reality–Assisted Active Training in Chronic Musculoskeletal Pain: Systematic Review and Meta-Analysis

J Med Internet Res 2024;26:e48787

DOI: 10.2196/48787

PMID: 39159449

PMCID: 11369537

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