虚拟沉浸式游戏对优化腰部疼痛恢复 (VIGOR) 的影响:第二阶段随机对照试验
Susanne M van der Veen1, Alexander Stamenkovic2, Christopher R France3
1Physical Therapy, College of Allied Health Sciences, East Carolina University, Greenville, NC 27858, USA.
Healthcare (Basel, Switzerland)
|January 28, 2026
概括
虚拟现实 (VR) 游戏有效地减少了慢性腰部疼痛 (cLBP) 和运动恐惧症. 这种沉浸式方法通过改变恐惧-避免信念,而不仅仅是运动,改善了长期结果.
科学领域:
- 康复医学 康复医学 康复医学
- 疼痛管理 疼痛管理
- 数字健康数字健康
背景情况:
- 慢性腰部疼痛 (cLBP) 与运动恐惧症带来的治疗挑战,传统方法显示出有限的坚持和短期有效性.
- 虚拟现实 (VR) 提供了沉浸式,基于游戏的环境,有可能改善康复中的参与和治疗运动.
研究的目的:
- 评估VR干预措施促进腰椎曲对cLBP和运动相关恐惧的个体疼痛和残疾的影响.
- 研究腰部曲和疼痛/伤害预期作为治疗反应的潜在媒介.
主要方法:
- 一个随机对照试验,涉及两个9周的VR游戏条件,在所需的腰部曲方面有所不同.
- 主要结局包括疼痛强度和残疾的变化,随访时间为48周.
- 二次分析探讨了腰部曲和疼痛/伤害预期作为调解器.
主要成果:
- 两个VR组都实现了显著的,临床上有意义的疼痛和残疾减少,持续长达48周.
- 对疼痛和伤害的预期显著下降并保持在低水平; 目标腰部曲没有显著变化.
- 调解器分析表明改善的预期,而不是增加的腰部曲,与治疗反应有关.
结论:
- 沉浸式虚拟现实游戏可以在cLBP患者中持续缓解疼痛,残疾和运动相关的恐惧.
- 虚拟现实可能通过修改不适应的期望而不是改变腰部运动来增强康复.
- 虚拟现实干预表明,对cLBP的参与和有效的长期管理有希望.
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