Experiences of a Home-based Virtual Reality Serious Game in People With Chronic Non-specific Neck Pain
CompletedNot applicableNCT05244681
View the official record on ClinicalTrials.gov Recruiting status changes often. Contact the study team listed on ClinicalTrials.gov, and talk to your doctor before joining a study.
This study has no listed site in Canada in this snapshot. It is included as part of the worldwide chronic pain corpus.
Brief summary (from the registry)
Background: Immersive virtual reality (VR) has been used for several years in the treatment of chronic neck pain. This new type of rehabilitation device, which can be used at home, is promising and seems to be as effective as conventional treatments for neck pain. Exploring the experience of people with chronic neck pain using this type of rehabilitation device at home could, among other things, help to understand the factors favoring good adherence and those not favoring it. This could also help us to improve VR home rehabilitation programs according to the patients' needs, preferences and expectations. However, currently, no studies have qualitatively evaluated the experience of people with chronic non-specific neck pain using an immersive VR serious game at home. Objective: To explore the experience of people with chronic non-specific neck pain who used an immersive VR serious game at home. Methods: Individual semi-structured interviews will be conducted with people with chronic non-specific neck pain. Interviews will last for approximately 30 to 60 minutes and will be carried out face-to-face or via videoconference (Microsoft Teams), depending on up-to-date guidance relating to the Covid-19 pandemic. Semi-structured interviews will be audio-recorded and transcribed verbatim. The transcripts will be read several times and analyzed using thematic analysis, with themes emerging from the transcripts (inductive approach). These themes will be defined and revised throughout the analysis process. Discussion: Study findings will help to better understand the experience of people with chronic non-specific neck pain using a VR serious game at home, and then will allow to adapt it to the subjects' needs, preferences and expectations. These adaptations could further increase adherence to treatment and/or improve clinical outcomes for people with chronic non-specific neck pain using this type of rehabilitation device at home.
Study details
- Official title
- Experiences of a Home-based Virtual Reality Serious Game in People With Chronic Non-specific Neck Pain: A Qualitative Study.
- Conditions
- Interventions
- Other: Semi-structured interview
- Sponsor
- Université Catholique de Louvain
- Collaborators
- Fonds National de la Recherche Scientifique
- Start date
- 2022-03-11
- Primary completion
- 2022-12-22
- Sex
- All
- Age range
- from 18 Years
- Results posted
- No results posted in this snapshot
- Countries
- Belgium
- Total sites listed
- 1
Eligibility criteria
Show eligibility criteria (verbatim from the registry)
Inclusion Criteria: * Adults (over 18 years), men or women, living in Belgium * Chronic (\> 3 months) non-specific neck pain (no specific cause responsible for the neck pain) * To speak fluent French and to be able to provide informed consent to take part in an interview * To be able to take part in a semi-structured interview * No susceptibility to motion sickness, according to the Motion Sickness Susceptibility Questionnaire (MSSQ) Exclusion Criteria: * Age under 18 years * Specific cause responsible for the neck pain (cancer, fracture, etc.) * Signs of sensorimotor dysfunction (dizziness, vestibular disorders) * Susceptibility to motion sickness, according to the MSSQ * Vision problems * Altered comprehension or inability to speak fluent French * Inability to provide written informed consent or to take part in a semi-structured interview
Source: ClinicalTrials.gov (US National Library of Medicine), snapshot October 2026. Check the registry for current recruiting status. Record: https://clinicaltrials.gov/study/NCT05244681