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
Hauptverfasser: Thomas, James S, France, Christopher R, Applegate, Megan E, Leitkam, Samuel T, Walkowski, Stevan
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container_end_page 1317
container_issue 12
container_start_page 1302
container_title The journal of pain
container_volume 17
creator Thomas, James S
France, Christopher R
Applegate, Megan E
Leitkam, Samuel T
Walkowski, Stevan
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. 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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 &amp; 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. 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source MEDLINE; Elsevier ScienceDirect Journals
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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