The effectiveness of virtual reality in patients with spinal pain: a systematic review and meta-analysis
Abstract
BACKGROUND: Virtual reality (VR) technologies have been shown to be beneficial in various areas of health care; to date, there are no systematic reviews examining the effectiveness of VR technology for the treatment of spinal pain. PURPOSE: To investigate the effectiveness of VR technology in the management of individuals with acute, subacute, and chronic spinal pain. METHODS: Six electronic databases were searched until November 2019. Randomized controlled trials (RCTs) assessing the effectiveness of VR were eligible for inclusion. Two independent reviewers extracted the data and assessed the risk of bias for each study and the overall quality of evidence. Mean differences of outcomes were pooled as appropriate using random-effects models. RESULTS: Seven RCTs with high risk of bias met review criteria. Quality of evidence ranged from very low to low quality. In patients with chronic neck pain, VR improved global perceived effect (GPE), satisfaction, and general health at short-term follow-up, as well as general health and balance at intermediate-term follow-up compared to kinematic training. VR improved pain intensity and disability at short-term and long-term follow-up compared to conventional proprioceptive training in patients with chronic neck pain. In patients with either subacute or chronic low back pain (LBP), VR improved pain, disability, and fear of movement compared to lumbar stabilization exercises and improved pain compared to conventional physical therapy (at short-term follow-up). In patients with chronic LBP, VR improved pain compared to lumbar stabilization exercises and improved fear of movement compared to conventional physical therapy (at short-term follow-up). CONCLUSION: VR's potential for improvement in outcomes for spinal pain that demonstrated statistical and/or clinical significance (pain intensity, disability, fear of movement, GPE, patient satisfaction, general health status, and balance) highlights the need for more focused, higher-quality research on the efficacy and effectiveness of VR for treatment of patients with spinal pain.
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The quality of evidence in virtual reality reviews was reported to be low or not reported.
“The quality of the evidence was reported to be low or not reported.109 110”
From Impact of healthcare interventions on distress following acute musculoskeletal/orthopaedic injury: A scoping review of systematic reviews (2024) · cites this paper as [109]
The authors of one virtual reality review reported that there were some clinically significant improvements seen for fear avoidance.
“The authors of one review reported that there were some clinically significant improvements seen for fear avoidance.109”
From Impact of healthcare interventions on distress following acute musculoskeletal/orthopaedic injury: A scoping review of systematic reviews (2024) · cites this paper as [109]
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MethodA synthesis of meta-analyses of immersive virtual reality interventions in pain
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“Although these results are promising, there is a lack of high-quality studies (23) and studies investigating the feasibility of physical exercises in VR for chronic neck pain in a clinical context.”
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“Additionally, there have been some benefits to the use of VR distraction (Ahern et al., 2020), postoperative cardiac patients (Rousseaux et al., 2020), and burn patients (Furness et al., 2019).”
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“Notably, therapeutic VR has long been used to manage the cognitive, affective, and sensory aspects of pain across diverse condi - tions [34–45].”
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3D Displays: Their Evolution, Inherent Challenges and Future Perspectives
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“8,45 Only one study has investigated the acute effects of EXG on pain intensity in CLBP, revealing a hypoalgesic effect during and immediately after exercises, which was attributed to VR distraction.”
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Enhancing Body Image in Chronic Pain: A Case Study Utilizing Virtual Reality
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Pain-VR : Virtual Reality for Pain Relief
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- Authors
- Ahern, M. M., Dean, L. V., Stoddard, C. C., Agrawal, A., Kim, K., Cook, C. E., & Narciso Garcia, A.
- Affiliations
- Duke University (US)
- Division of Physical Therapy Duke Department of Orthopaedic Surgery Duke University Durham North Carolina U.S.A.
- Corresponding author
- Ahern, Meghan M.
- Venue
- Pain Practice
- Publisher
- Wiley
- Published
- 2020-05-21
- Volume
- 20
- Issue
- 6
- Pages
- 656-675
- ISSN
- 1530-7085 (ISSN-L)
- 1533-2500
- OpenAlex
- W3011255466
- Cited by
- 108
- References
- 56
- Citations by year
- 2026: 12 · 2025: 23 · 2024: 18 · 2023: 21 · 2022: 12 · 2021: 18 · 2020: 4
- FWCI
- 1.80
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Pain Practice (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Health Sciences › Medicine › Pharmacology › Musculoskeletal pain and rehabilitation
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Health Sciences › Medicine › Anesthesiology and Pain Medicine › Pain Management and Treatment
- Keywords
- virtual reality, spinal pain, chronic low back pain, neck pain, pain intensity, disability, kinesiophobia, proprioceptive training, lumbar stabilization exercise, physiotherapy, balance, patient satisfaction
- MeSH terms
- Virtual Reality, Back Pain, Humans, Neck Pain, Chronic Pain
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