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. 2022 Sep 13;12(7):859–878. doi: 10.2217/pmt-2022-0030

Table 1. . Characteristics of included studies.

Study (year), country Study design, study duration, and post-intervention follow-up Sample size and population Interventions (I) and control condition or comparator (C) included in the study Outcomes reported Ref.
Randomized controlled trials
Austin et al. Australia Randomized, cross-over trial; 1 day; no follow-up 16 adults (≥18 years old) with spinal cord injury and chronic neuropathic pain I: 3D, head-mounted delivery of virtual environment
C: 2D screen application of virtual environment
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[28]
Darnall et al. USA Pilot RCT investigating feasibility and efficacy; 21 days; follow-up at 1 day post intervention 74 adults (ages 25–74 years old) with chronic back pain and fibromyalgia I: 21-day, skills-based, self-management program based on principles of CBT, biofeedback, and mindfulness delivered via VR
C: Audio delivery of 21-day, skills-based, self-management program
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: Yes
Efficacy: Yes
Cost–effectiveness: No
[29]
Garcia et al. USA Randomized, placebo-controlled trial; 56 days; no follow-up 179 community-dwelling adults (ages 18–81 years old) with chronic low back pain I: 8-week, 3D, immersive, VR pain self-management program that incorporates principles of CBT, mindfulness, and pain neuroscience education
C: 8-week, non-immersive delivery of 2D nature footage and neutral music via Sham VR headset
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[30]
Garcia-Palacios et al. Spain Pilot RCT investigating feasibility, acceptability, and preliminary efficacy; 3 weeks; follow-up at 3 weeks post intervention 61 adults (ages 23–70 years old) with fibromyalgia syndrome I: Group CBT program with VR as an addition to activity pacing
C: Treatment as usual (follow-up sessions with a rheumatologist for review of medication treatment)
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[19]
Jeon et al. Korea Pilot pre-test and post-test study; 1 day; no follow-up 10 adults (ages 28–50 years old) with complex regional pain syndrome type I I: Body swapping training video presented via VR, with mental rehearsal
C: Body swapping training video presented via VR, without mental rehearsal
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[31]
Jin et al. Canada Randomized, controlled crossover study; 1 day; no follow-up 20 adults (ages 30–75 years old) with chronic pain I: Immersive VR game
C: Self-mediated control with typical pain distraction activities used daily (e.g., reading, meditating, and playing a mobile game)
Pain: Yes
Pain-related outcomes: No
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[32]
Lewis et al. United Kingdom RCT; 6 weeks; follow-up at 2 weeks post intervention 45 adults (ages 18–78 years old) with complex regional pain syndrome and body perception disturbance I: Visual illusions with digital manipulation of participants' hands using a mediated VR device
C: Display of visual images, via a mediated VR device, without digital manipulation of participants' hands
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[33]
Matheve et al. Belgium RCT; 1 day; no follow-up 48 adults (ages 18–65 years old) with chronic, nonspecific low back pain I: Non-immersive VR games controlled by performing pelvic tilt exercises
C: Performing pelvic tilt exercises, without VR games, according to a beep tone
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[34]
Nambi et al. Saudi Arabi RCT; 4 weeks; follow-up at 6 months post intervention 60 adult university football players (ages 18–25 years old) with chronic low back pain I #1: VR training (physical therapy using VR) with a VR game controlled by trunk movements
I #2: Isokinetic training performed in an isokinetic dynamometer
C: Conventional training of core muscles of the trunk, with stretching
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[35]
Nambi et al. Saudi Arabi RCT; 4 weeks; follow-up at 6 months post intervention 54 adult university soccer players (ages 18–25 years old) with chronic low back pain I #1: VR balance training, focused on core stability muscles, with a VR game controlled by trunk movements
I #2: Combined physical rehabilitation using a Swiss ball for balance training of core stability muscles
C: Conventional balance training (isotonic and isometric exercises) for core muscles, with stretching
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[36]
Nambi et al. Saudi Arabia RCT; 4 weeks; follow-up at 8 weeks post intervention and 6 months post intervention 45 adult university football players (ages 18–45 years old) with chronic low back pain I #1: VR balance training, focused on core stability muscles, with a VR game controlled by trunk movements
I #2: Isokinetic training performed in an isokinetic dynamometer
C: Conventional balance training (isotonic and isometric exercises) for core muscles, with stretching
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[37]
Nusser et al. Germany RCT; 3 weeks; no follow-up 55 adults (≥18 years old) with non-traumatic chronic neck pain I #1: Standard rehabilitation program (involving individual and group, general and neck-specific exercise therapy) and individual neck-specific sensorimotor training using a VR device
I #2: Standard rehabilitation program and general sensorimotor training (skill exercises, balance exercises, and games)
C: Standard rehabilitation program
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[38]
Rezaei et al. Iran RCT; 4 weeks; follow-up at 5 weeks post intervention 42 adults (ages 22–46 years old) with non-specific chronic neck pain I: VR video game, with increasing stages of difficulty, controlled by participants' head movements
C: Conventional proprioceptive training (exercises included eye-follow, gaze stability, eye–head coordination and position sense, and movement sense)
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[39]
Rothgangel et al. The Netherlands RCT; 10 weeks; follow-up at 6-months post intervention 75 adults (ages 44–74 years old) with a unilateral lower limb amputation who experience phantom limb pain I #1: Traditional mirror therapy followed by tele-treatment at home with AR mirror therapy
I #2: Traditional mirror therapy followed by self-delivered mirror therapy
C: Sensorimotor exercises without mirror therapy followed by self-delivered sensorimotor exercises
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[20]
Sarig Bahat et al. Australia RCT; 4 weeks; follow-up at 3 months post intervention 90 adults (≥18 years old) with chronic neck pain I #1: VR kinematic training, with activity in the virtual environment controlled by participants' head movements
I #2: Kinematic training using a head-mounted laser beam and wall poster
C: Wait-list control
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[40]
Sarig Bahat et al. Australia Pilot RCT; 5 weeks; follow-up at 3 months post intervention 32 adults (ages 26–55 years old) with chronic neck pain I: Kinematic and VR training, with activity in the virtual environment controlled by participants' head movements
C: Kinematic training using a head-mounted laser beam and wall poster
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[41]
Tejera et al. Spain RCT; 4 weeks; Follow-up at 1 month post intervention and at 3 months post intervention 44 adults (ages 18–65 years old) with non-specific chronic neck pain I: VR treatment, with activity in the virtual environment controlled by participants' neck movements
C: Exercise treatment, with flexion, extension, rotation, and tilt exercises
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[42]
Venuturupalli et al. USA Pilot, randomized, cross-over study investigating feasibility; 1 day; no follow-up 17 adults (≥18 years old) with physician-diagnosed autoimmune disorders and chronic pain I: VR respiratory biofeedback environment
C: VR guided mediation environment
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[43]
Yilmaz Yelvar et al. Turkey RCT; 2 weeks; no follow-up 44 adults (ages 35–64 years old) with subacute and chronic, non-specific low back pain I: Traditional physical therapy program (involving hot pack, TENS, deep heat with ultrasound, and therapeutic exercises) with integration of a 15-minute VR walking video
C: Traditional physical therapy program
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[44]
Quasi-experimental studies
Alemanno et al. Italy Pre-test and post-test study; 4–6 weeks; no follow-up 20 adults (ages 19–72 years old) with chronic low back pain I: VR-based sensorimotor rehabilitation using an avatar
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[45]
Botella et al. Spain Pre-test and post-test study; 7 weeks; follow-up at 6 months post intervention 6 adults (47–65 years old) with fibromyalgia I: Group CBT program with VR-based relaxation and mindfulness
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[46]
Fowler et al. USA Implementation-effectiveness, pre-test and post-test study; 3 weeks; no follow-up 16 adult veterans (ages 28–63 years old) with chronic pain I: VR distraction and exposure therapy, with increasing intensity of stimulation and movement
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[47]
Glavare et al. Sweden Pre-test and post-test study; 6 weeks; no follow-up 12 adults (ages 18–65 years old)
with chronic neck pain
I: Neck range of motion exercises using VR, with increasing levels of difficulty
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[48]
Hennessy et al. USA Pilot study investigating content, usability, safety, and acceptance; 1 week; follow-up at 3–5 days post-intervention 12 adults (ages 43–60 years old) with chronic low back pain I: VR walking modules with progressive movement exposure
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[49]
House et al. USA Feasibility study; 8 weeks; follow-up at 8 weeks post intervention 6 adults (ages 22–78 years old), with upper body chronic pain post breast cancer surgery I: Integrative VR rehabilitation games, with increasing stages of difficulty
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[50]
Igna et al. Romania Pre-test and post-test study; 3 weeks; no follow-up 68 adults (ages 24–74 years old) with chronic back pain I #1: Physiotherapy, medication, and mindfulness-based CBT
I #2: Physiotherapy, medication, and VR-enhanced CBT
C: Usual pharmacological and physiotherapy treatment
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[51]
Jones et al. USA Pre-test and post-test study; 1 day; no follow-up 30 adults (ages 35–79 years old) with various chronic pain conditions I: Immersive, 360-degree, VR fantasy landscape
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[52]
Liu et al. USA Preliminary study investigating efficacy; 1 day; no follow-up 31 adults (ages 20–81 years old) with migraines, headaches, or other forms of chronic pain (not specified) I: VR-guided meditation
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[53]
Matamala-Gomez et al. Spain Pre-test and post-test study; 1 day; no follow-up 19 adults (ages 40–55 years old) with complex regional pain syndrome type 1 or type 2 I: Observation of virtual arm, with varying levels of transparency and size
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[54]
Mouraux et al. Belgium Preliminary, pre-test and post-test study; 1 week; follow-up at 24 hours post intervention 22 adults (ages 18–75 years old) with chronic neuropathic pain I: 3D, AR, mirror visual feedback therapy, with training exercises and virtual games of increasing levels of difficulty
C: None
Pain: Yes
Pain-related outcomes: No
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[55]
Ortiz-Catalan et al. Sweden and Slovenia Pre-test and post-test study; 6 weeks; follow-up at 1 month post intervention, 3 months post intervention, and 6 months post intervention 14 adults (ages 26–74 years old) with chronic, intractable phantom limb pain I: Phantom motor execution using myoelectric pattern recognition, AR, and VR, with virtual games controlled by phantom movements
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[56]
Putrino et al. USA Pilot study; duration was not reported; no follow-up 8 adults (ages 44–71 years old) with neuropathic pain I: Exposure to a scenic VR environment and a somatic VR environment (involving upper and lower extremity movements)
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[57]
Roosink et al. Canada Proof-of-principle and feasibility study; 2 weeks; no follow-up 9 adults (ages 25–72 years old)
with spinal cord injury and neuropathic pain
I: Interactive VR walking using an avatar, with virtual feedback
C: Static presentation of a virtual scene
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[58]
Rutledge et al. USA Feasibility study; duration was not reported; no follow-up 14 adult veterans (ages 37–76 years old) with an upper or lower extremity amputation, who experience phantom limb pain I: Bicycling through a VR environment, as an avatar, using a bicycle pedaler and a customized pedal for prosthesis
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[59]
Shiri et al. Israel Pre-test and post-test study; duration was not reported; follow-up at 1 month post intervention and 3 months post intervention 10 adolescents (ages 10–17 years old) with chronic headache I: VR relaxation combined with biofeedback (tracking of galvanic skin response)
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[60]
Solcà et al. Switzerland Pre-test and post-test, crossover study; 1 day; no follow-up 48 adults (ages 23–80 years old) with complex regional pain syndrome I: Mirror therapy using synchronous heartbeat-enhanced VR (virtual hand flashing in synchrony with heartbeat)
C: Mirror therapy using asynchronous heartbeat-enhanced VR
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[61]
Trost et al. USA Pilot study investigating feasibility and preliminary efficacy; 2 weeks; follow-up at 7 days post intervention and at 2 weeks post intervention 27 adults (ages 23–70 years old) with complete paraplegia after spinal cord injury and neuropathic pain I: Immersive, spatially tracked, VR walking (using an avatar), with virtual games
C: View of avatar in 360-degree virtual scene with no control over virtual walking
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[62]
Villiger et al. Switzerland Pre-test and post-test study; 4 weeks; follow-up at 12–16 weeks post intervention 14 adults (ages 28–71 years old) with neuropathic pain from chronic, incomplete spinal cord injury I: VR-augmented neurorehabilitation, with VR tasks (of increasing stages of difficulty) for muscle training
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[63]
Won et al. USA Pilot study investigating usability, acceptance, ease of use, and engagement; duration was not reported; follow-up at 1 month post intervention 9 adults (ages 19–60 years old) with complex regional pain syndrome I: VR mirror visual feedback module, with avatar hands
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[64]
Zauderer et al. France Pilot and feasibility study; 3 months; no follow-up 18 adults (≥18 years old) with non-specific chronic neck pain I: Standardized, immersive, VR exercise therapy (including active cervical spine range of motion and eye-neck coordination exercises) and non-immersive VR exercise therapy (aerobic, mobility, and muscle strengthening exercises, and a personalized, home-based exercise program)
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[65]
Analytical cross-sectional study
Solcà et al. USA Cross-sectional, prospective, intervention study; 2 days; no follow-up 15 adults (ages 33–61 years old) with chronic leg pain I #1: Personalized, visual, VR feedback of perceived SCS-induced paresthesia displayed on patient's virtual body
I #2: Personalized, visual, VR feedback with rotation of the virtual body and spatial misalignment between visual VR feedback and SCS-induced paresthesia
C: VR illumination of body with no SCS-induced paresthesia
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[66]
Case reports
Ambron et al. USA Pre-test and post-test study; 6 weeks; no follow-up 2 adults (specific ages were not provided) with unilateral transtibial amputation who experience phantom limb pain I: VR games, of increasing levels of difficulty, using robot avatar legs controlled by participants' lower limb movements
C: None
Pain: Yes
Pain-related outcomes: No
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[67]
Oneal et al. USA Pre-test and post-test study; 6 months; follow-up at 1 month post intervention 1 adult (age 36 years old) with chronic neuropathic pain from spinal cord injury I: VR hypnosis and self-hypnosis at home between VR sessions
C: Previous trial of standard hypnosis conducted with participant
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[68]
Ortiz-Catalan et al. Sweden Pre-test and post-test study; 18 weeks; no follow-up 1 adult (age 72 years old) with an amputated limb who experiences phantom limb pain I: AR, with the use of a virtual limb to play a game controlled by phantom motions
C: None
Pain: Yes
Pain-related outcomes: No
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[69]
Case series
Garrett et al. Canada Exploratory, mixed-methods, pre-test and post-test study; 4 weeks; follow-up at 6 hours post intervention and 24 hours post intervention 8 adults (ages 31–71 years old) with chronic pain I: VR-based mindfulness and meditation, exposure to a VR fantasy landscape and a scenic VR environment, and virtual problem-solving games
C: None
Pain: Yes
Pain-related outcomes: Yes
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[14]
Sato et al. Japan Pre-test and post-test study; duration was not reported; no follow-up 5 adults (ages 46–74 years old), with complex regional pain syndrome I: Non-immersive, VR mirror visual feedback therapy, using an avatar hand, with hand exercises
C: None
Pain: Yes
Pain-related outcomes: No
Mechanism of action: No
Efficacy: Yes
Cost–effectiveness: No
[70]

AR: Augmented reality; C: Control condition or comparator; CBT: Cognitive behavioral therapy; I: Interventions; RCT: Randomized controlled trials; SCSVR: Virtual reality.