Feasibility and Safety of a Virtual Reality Dodgeball Intervention for Chronic Low Back Pain: A Randomized Clinical Trial
Abstract 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 dod...
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Veröffentlicht in: | The journal of pain 2016-12, Vol.17 (12), p.1302-1317 |
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description | Abstract 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. Perspective This study of a virtual reality dodgeball intervention provides evidence of feasibility, safety and utility to encourage lumbar spine flexion among individuals with chronic low back pain and high fear of movement. |
doi_str_mv | 10.1016/j.jpain.2016.08.011 |
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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. Perspective This study of a virtual reality dodgeball intervention provides evidence of feasibility, safety and utility to encourage lumbar spine flexion among individuals with chronic low back pain and high fear of movement.</description><identifier>ISSN: 1526-5900</identifier><identifier>EISSN: 1528-8447</identifier><identifier>DOI: 10.1016/j.jpain.2016.08.011</identifier><identifier>PMID: 27616607</identifier><language>eng</language><publisher>United States: Elsevier Inc</publisher><subject>Adolescent ; Adult ; Anesthesia & Perioperative Care ; Avoidance Learning - physiology ; chronic back pain ; Chronic Pain ; fear ; Fear - psychology ; Female ; Follow-Up Studies ; Humans ; intervention ; Low Back Pain - complications ; Low Back Pain - psychology ; Low Back Pain - rehabilitation ; Male ; Middle Aged ; Movement - physiology ; Pain Medicine ; Phobic Disorders - etiology ; Phobic Disorders - psychology ; Surveys and Questionnaires ; Virtual reality ; Virtual Reality Exposure Therapy - methods ; Young Adult</subject><ispartof>The journal of pain, 2016-12, Vol.17 (12), p.1302-1317</ispartof><rights>2016 American Pain Society</rights><rights>Copyright © 2016 American Pain Society. Published by Elsevier Inc. All rights reserved.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c580t-fdeab641df0021f8fb4d6678014ad1af013a59648e555321c3088af0278e36b73</citedby><cites>FETCH-LOGICAL-c580t-fdeab641df0021f8fb4d6678014ad1af013a59648e555321c3088af0278e36b73</cites><orcidid>0000-0002-3150-4207 ; 0000-0001-7668-9578</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://www.sciencedirect.com/science/article/pii/S1526590016302061$$EHTML$$P50$$Gelsevier$$H</linktohtml><link.rule.ids>230,314,776,780,881,3537,27901,27902,65534</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/27616607$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Thomas, James S</creatorcontrib><creatorcontrib>France, Christopher R</creatorcontrib><creatorcontrib>Applegate, Megan E</creatorcontrib><creatorcontrib>Leitkam, Samuel T</creatorcontrib><creatorcontrib>Walkowski, Stevan</creatorcontrib><title>Feasibility and Safety of a Virtual Reality Dodgeball Intervention for Chronic Low Back Pain: A Randomized Clinical Trial</title><title>The journal of pain</title><addtitle>J Pain</addtitle><description>Abstract 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. Perspective This study of a virtual reality dodgeball intervention provides evidence of feasibility, safety and utility to encourage lumbar spine flexion among individuals with chronic low back pain and high fear of movement.</description><subject>Adolescent</subject><subject>Adult</subject><subject>Anesthesia & Perioperative Care</subject><subject>Avoidance Learning - physiology</subject><subject>chronic back pain</subject><subject>Chronic Pain</subject><subject>fear</subject><subject>Fear - psychology</subject><subject>Female</subject><subject>Follow-Up Studies</subject><subject>Humans</subject><subject>intervention</subject><subject>Low Back Pain - complications</subject><subject>Low Back Pain - psychology</subject><subject>Low Back Pain - rehabilitation</subject><subject>Male</subject><subject>Middle Aged</subject><subject>Movement - physiology</subject><subject>Pain Medicine</subject><subject>Phobic Disorders - etiology</subject><subject>Phobic Disorders - psychology</subject><subject>Surveys and Questionnaires</subject><subject>Virtual reality</subject><subject>Virtual Reality Exposure Therapy - methods</subject><subject>Young Adult</subject><issn>1526-5900</issn><issn>1528-8447</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2016</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><recordid>eNqFkk1v1DAQhiMEoqXwC5CQj1wS_BE7LhKVytJCpZVAbeFqOfa4dZqNt3ayaPvr8X5QARdOHnveeWfkZ4riNcEVwUS866puqf1Q0XypsKwwIU-KQ8KpLGVdN0-3sSj5McYHxYuUOpwVvGmeFwe0EUQI3BwW63PQybe-9-Ma6cGiK-0gh8EhjX74OE66R5egt_lPwd5Aq_seXQwjxBUMow8DciGi2W0MgzdoHn6ij9rcoW95tPfoFF1m07DwD2DRrPdZkv2uo9f9y-KZ032CV_vzqPh-fnY9-1LOv36-mJ3OS8MlHktnQbeiJtZhTImTrq2tEI3EpNaWaIcJ0_xY1BI454wSw7CU-Zk2EphoG3ZUnOx8l1O7AGvy0FH3ahn9Qse1CtqrvzODv1U3YaU4oVwylg3e7g1iuJ8gjWrhk4G-1wOEKSkiGeeYSUazlO2kJoaUIrjHNgSrDTTVqS00tYGmsFQZSa568-eEjzW_KWXBh50A8j-tPESVjIfBgPURzKhs8P9pcPJPvdmjuIM1pC5MccgIFFGJKqyuNnuzWRsiGKZYEPYL8j6_Jw</recordid><startdate>20161201</startdate><enddate>20161201</enddate><creator>Thomas, James S</creator><creator>France, Christopher R</creator><creator>Applegate, Megan E</creator><creator>Leitkam, Samuel T</creator><creator>Walkowski, Stevan</creator><general>Elsevier Inc</general><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope><scope>5PM</scope><orcidid>https://orcid.org/0000-0002-3150-4207</orcidid><orcidid>https://orcid.org/0000-0001-7668-9578</orcidid></search><sort><creationdate>20161201</creationdate><title>Feasibility and Safety of a Virtual Reality Dodgeball Intervention for Chronic Low Back Pain: A Randomized Clinical Trial</title><author>Thomas, James S ; France, Christopher R ; Applegate, Megan E ; Leitkam, Samuel T ; Walkowski, Stevan</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c580t-fdeab641df0021f8fb4d6678014ad1af013a59648e555321c3088af0278e36b73</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2016</creationdate><topic>Adolescent</topic><topic>Adult</topic><topic>Anesthesia & Perioperative Care</topic><topic>Avoidance Learning - physiology</topic><topic>chronic back pain</topic><topic>Chronic Pain</topic><topic>fear</topic><topic>Fear - psychology</topic><topic>Female</topic><topic>Follow-Up Studies</topic><topic>Humans</topic><topic>intervention</topic><topic>Low Back Pain - complications</topic><topic>Low Back Pain - psychology</topic><topic>Low Back Pain - rehabilitation</topic><topic>Male</topic><topic>Middle Aged</topic><topic>Movement - physiology</topic><topic>Pain Medicine</topic><topic>Phobic Disorders - etiology</topic><topic>Phobic Disorders - psychology</topic><topic>Surveys and Questionnaires</topic><topic>Virtual reality</topic><topic>Virtual Reality Exposure Therapy - methods</topic><topic>Young Adult</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Thomas, James S</creatorcontrib><creatorcontrib>France, Christopher R</creatorcontrib><creatorcontrib>Applegate, Megan E</creatorcontrib><creatorcontrib>Leitkam, Samuel T</creatorcontrib><creatorcontrib>Walkowski, Stevan</creatorcontrib><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><jtitle>The journal of pain</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Thomas, James S</au><au>France, Christopher R</au><au>Applegate, Megan E</au><au>Leitkam, Samuel T</au><au>Walkowski, Stevan</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Feasibility and Safety of a Virtual Reality Dodgeball Intervention for Chronic Low Back Pain: A Randomized Clinical Trial</atitle><jtitle>The journal of pain</jtitle><addtitle>J Pain</addtitle><date>2016-12-01</date><risdate>2016</risdate><volume>17</volume><issue>12</issue><spage>1302</spage><epage>1317</epage><pages>1302-1317</pages><issn>1526-5900</issn><eissn>1528-8447</eissn><abstract>Abstract 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. Perspective This study of a virtual reality dodgeball intervention provides evidence of feasibility, safety and utility to encourage lumbar spine flexion among individuals with chronic low back pain and high fear of movement.</abstract><cop>United States</cop><pub>Elsevier Inc</pub><pmid>27616607</pmid><doi>10.1016/j.jpain.2016.08.011</doi><tpages>16</tpages><orcidid>https://orcid.org/0000-0002-3150-4207</orcidid><orcidid>https://orcid.org/0000-0001-7668-9578</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Adolescent Adult Anesthesia & Perioperative Care Avoidance Learning - physiology chronic back pain Chronic Pain fear Fear - psychology Female Follow-Up Studies Humans intervention Low Back Pain - complications Low Back Pain - psychology Low Back Pain - rehabilitation Male Middle Aged Movement - physiology Pain Medicine Phobic Disorders - etiology Phobic Disorders - psychology Surveys and Questionnaires Virtual reality Virtual Reality Exposure Therapy - methods Young Adult |
title | Feasibility and Safety of a Virtual Reality Dodgeball Intervention for Chronic Low Back Pain: A Randomized Clinical Trial |
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