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. 2023 Apr 5;13(4):617. doi: 10.3390/brainsci13040617
Review Focus of Review Study Details
Number (N)
Year
Target Population
Methods
Database
Outcomes
QoE
Main Findings Limitations
Goudmann et al. [19] Evaluate the effect of VR on several outcome parameters related to the application of VR in patients with chronic pain 2022
N Studies = 41
N participants = 1232
Chronic pain
(Fibromyalgia, Low back pain, neck pain, upper limb complex regional pain syndrome and phantom limb pain)
4 Database
Risk of bias varied between 8 out of 28 and 25 out of 28
Data from 25 studies were included in the meta-analysis
Pain-related
Outcomes
kinesiophobia and fear, mood, satisfaction,
expectations of pain, pain focus, time spent thinking about pain,
self-efficacy, emotions, motivation, stress, catastrophizing,
acceptability, global impression of change, ownership, and
agency
Functional outcomes
Functional capacity
Mobility
Neuropsychological functions
Experience of VR technology
A total of 23 studies used immersive VR techniques, and 18 used non-immersive techniques.
VR intervention in patients with chronic pain had a positive effect on decrease pain, increase mobility and functional capacity.
Overall effect of VR on several outcome measurements is not moderated by the type of VR intervention, type of pain or the objective of VR.
None of the included studies qualified for excellent methodological quality.
Much heterogeneity is present in studies with
VR methodology
Authors mainly focused on the primary outcome variables and secondary outcomes were not always described in full detail an asymmetrical plot in experience of VR technology outcomes, which might be interpreted as an indication of publication bias.
Wittkopf et al. [145] Evaluate the effect of immersive and
non-immersive interactive VR on pain perception in patients with
a clinical pain condition.
2019
N Studies = 13
N participants = 469
Chronic pain
(Low back pain, neck pain, neuropathic pain, phantom limb pain, ankylosing spondylitis, subacromial impingement syndrome and post-mastectomy)
5 databases
High risk of bias and small
sample sizes.
A meta-analysis could not be conducted due to differences in
study designs and types of controls.
Pain-related
Outcomes were included
A total of 5 studies used immersive VR techniques, and 8 used non-immersive techniques.
No difference in
efficacy in immersive or non-immersive
VR intervention.
Interactive VRmay reduce pain
High risk of bias and small
sample sizes on studies included
Much heterogeneity in
VR methodology (type, frequency, and duration of VR treatment)
Grassini [146] Assessment of the efficacy of the use of VR for chronic pain management 2022
N Studies = 9
N participants = 524
Chronic pain
(Low back pain and neck pain)
6 databases
Low risk of bias and small
sample sizes.
A meta-analysis could not be conducted due to differences in
study designs and types of controls.
Pain-related
Outcomes
Tampa Scale
for kinesiophobia (TSK)
pain intensity
Oswestry dysfunction index (ODI)
neck disability index (NDI) were included
VR interventions may be useful for chronic pain management but was
not superior to other types of interventions
VR could be effective on NDI but no in RMD an TSK
Small number of included studies
High heterogeneity was present
in most of the outcomes
No information about type of VR information
A single author has conducted this study
Brea-Gómez et al. [147] Analyze the effectiveness of VR in
chronic low back pain.
2021
N Studies = 14
N participants = 765
Chronic pain
(Low back pain)
4 databases
Risk of bias varied between 13-27 out 28.
Data from 11 studies were included in the meta-analysis
Pain-related
Outcomes
Tampa Scale
for kinesiophobia (TSK)
Disability Questionnaire (RMDQ)
Oswestry dysfunction index (ODI)
10-item Pain Self-
Efficacy (10-PSEQ)
Pain Catastrophizing Scale (PCS)
isokinetic trunk flexion/extension
with a dynamometer
blood serum levels of stress hormones
were included
A total of 2 studies used immersive VR techniques, and 12 used non-immersive techniques.
VR can significantly reduce pain intensity and kinesiophobia
in patients with chronic low back pain
No significant differences were found in
disability postintervention.
High heterogeneity between included
Differences in the age ranges and in the clinical profile of
the participants
Small sample sizes on studies included
High heterogeneity in
VR methodology (type, frequency, and duration of VR treatment)
Gava et al. [136] Analyze the current evidence regarding the use of games
and virtual reality to improve mental health-related outcomes
in patients with chronic musculoskeletal pain.
2022
N Studies = 13
N participants = 680
Chronic musculoskeletal
pain
(back, neck, and shoulder pain; osteoarthritis;
fibromyalgia)
6 Database
Risk of bias varied between 8 out of 28 and 25 out of 28
Data from 13 studies were included in the meta-analysis
Pain-related
Outcomes
Fear-Avoidance Beliefs
Questionnaire (FABQ)
Tampa Kinesiophobia Scale (TSK)
The Pain Catastrophizing Scale (PCS)
Pain Anxiety
Symptoms Scale
Hospital
Anxiety and Depression Scale
A total of 7 studies used immersive VR techniques, and 5 used non-immersive techniques (Exergames)
VR intervention in patients with chronic musculoskeletal
Pain are superior
to other treatments to improve pain-related fear and superior
to no treatment to improve anxiety.
Gaming was not superior to other treatments or no treatment for
improving pain catastrophizing, anxiety, and depression.
Very low or low quality of evidence of studies included
Much heterogeneity is present in studies with
VR gaming methodology
(type, frequency, and duration of VR treatment)
Publication bias was not assessed due to the limited number of included
Studies.
Ahern et al. [148] Evaluate effectiveness of VR technology
in the management of individuals with acute, subacute, and
chronic spinal pain.
2020
N Studies = 7
N participants = 469
Spinal Chronic pain
(neck pain, thoracic
pain, or low back pain [LBP])
5 databases
All 7 of the studies
included had a high risk of bias
Data from 2 studies were included in the meta-analysis
Pain intensity
Disability
specific
function, general health status, future visits to healthcare
professionals, return to work, patient satisfaction,
adverse events, global perceived effect (GPE), balance,
and fear of movement.
were included
A total of 1 studies used immersive VR techniques, and 6 used non-immersive techniques.
The effect of VR ranged from no statistical
significance to clinical significance, depending on the
area of the spine being treated, the follow-up period
being assessed, and the type of VR used.
Difference in effect
between VR and other included interventions was often
small and not clinically significant
higher-quality research
on efficacy and effectiveness of VR is needed
The review was limited by the low number of
included studies
Young population in studies included, results may not
be applicable to younger or older populations.
Much heterogeneity in
VR methodology (type, frequency, and duration of VR treatment)
Mallari et al. [149] Compare the effectiveness of VR in
reducing acute and chronic pain in adults.
2019
N Studies = 20
N participants = No info
Chronic pain
(Musculoskeletal pain conditions
(MSKP), four in neuropathic pain conditions (NP), one in a mixture of musculoskeletal and neuropathic pain conditions
(MSKP-NP) and two in an unspecified pain condition
(UnP).
3 databases
All chronic pain studies had fair to high quality assessment
ratings.
Data from 3 studies were included in the meta-analysis
Pain-related
Outcomes
Range of motion (ROM), strength,
function, balance, and gait
A total of 18 studies used immersive VR techniques, and 2 used non-immersive techniques.
VR is an effective tool in reducing chronic pain, specially while the patient is immersed in the VR environment
Further research is needed to assess the extent to which one needs to be immersed and present in a virtual environment in order to reduce pain, and the dosage necessary to maintain pain reductions in chronic pain over time.
Significant heterogeneity in study population
and pain conditions
Much heterogeneity in
VR methodology (type, frequency, and duration of VR treatment)
Gumaa et al. [150] Analyze the effectiveness of VR in
chronic low back pain.
2019
N Studies = 19
N participants = 765
Chronic pain
(fibromyalgia, rheumatoid arthritis, Musculoskeletal pain conditions)
5 databases
Quality Assessment varied between 22–37 out 48.
Data from 3 studies were included in the meta-analysis
Pain-related
Outcomes
Functional outcomes
Functional capacity
Mobility
Evidence of VR effectiveness in
individuals with chronic neck pain and shoulder
impingement syndrome is promising
For fibromyalgia, total knee arthroplasty, and back pain, the evidence of
VR effectiveness compared with more traditional exercise
is absent or inconclusive
Studies assessed psychosocial outcomes were excluded
Heterogeneity in VR and physical therapist interventions
as well as outcome measures
Small sample sizes on studies included
High heterogeneity in VR methodology (type, frequency, and duration of VR treatment)
Virtual Reality (VR); Tampa Scale for kinesiophobia (TSK); Oswestry dysfunction index (ODI); neck disability index (NDI); Roland Morris Disability Questionnaire (RMDQ); 10-item Pain Self-Efficacy (10-PSEQ); Pain Catastrophizing Scale (PCS); low back pain (LBP); Musculoskeletal pain conditions (MSKP); neuropathic pain conditions (NP); Range of motion (ROM).