Griffin Anya, Wilson Luke, Feinstein Amanda B, Bortz Adeline, Heirich Marissa S, Gilkerson Rachel, Wagner Jenny Fm, Menendez Maria, Caruso Thomas J, Rodriguez Samuel, Naidu Srinivas, Golianu Brenda, Simons Laura E
Department of Anesthesiology, Perioperative, and Pain Medicine, Stanford University School of Medicine, Stanford, CA, United States.
Mighty Immersion, Inc., New York, NY, United States.
JMIR Rehabil Assist Technol. 2020 Nov 23;7(2):e22620. doi: 10.2196/22620.
BACKGROUND: In the field of pain, virtual reality (VR) technology has been increasingly common in the context of procedural pain management. As an interactive technology tool, VR has the potential to be extended beyond acute pain management to chronic pain rehabilitation with a focus on increasing engagement with painful or avoided movements. OBJECTIVE: We outline the development and initial implementation of a VR program in pain rehabilitation intervention to enhance function in youth with chronic pain. METHODS: We present the development, acceptability, feasibility, and utility of an innovative VR program (Fruity Feet) for pediatric pain rehabilitation to facilitate increased upper and lower extremity engagement. The development team was an interdisciplinary group of pediatric experts, including physical therapists, occupational therapists, pain psychologists, anesthesiologists, pain researchers, and a VR software developer. We used a 4-phase iterative development process that engaged clinicians, parents, and patients via interviews and standardized questionnaires. RESULTS: This study included 17 pediatric patients (13 female, 4 male) enrolled in an intensive interdisciplinary pain treatment (IIPT) program, with mean age of 13.24 (range 7-17) years, completing a total of 63 VR sessions. Overall reports of presence were high (mean 28.98; max 40; SD 4.02), suggestive of a high level of immersion. Among those with multisession data (n=8), reports of pain (P<.001), fear (P=.003), avoidance (P=.004), and functional limitations (P=.01) significantly decreased. Qualitative analysis revealed (1) a positive experience with VR (eg, enjoyed VR, would like to utilize the VR program again, felt VR was a helpful tool); (2) feeling distracted from pain while engaged in VR; (3) greater perceived mobility; and (4) fewer clinician-observed pain behaviors during VR. Movement data support the targeted impact of the Fruity Feet compared to other available VR programs. CONCLUSIONS: The iterative development process yielded a highly engaging and feasible VR program based on qualitative feedback, questionnaires, and movement data. We discuss next steps for the refinement, implementation, and assessment of impact of VR on chronic pain rehabilitation. VR holds great promise as a tool to facilitate therapeutic gains in chronic pain rehabilitation in a manner that is highly reinforcing and fun.
背景:在疼痛领域,虚拟现实(VR)技术在程序性疼痛管理中越来越普遍。作为一种交互式技术工具,VR有潜力从急性疼痛管理扩展到慢性疼痛康复,重点是增加对疼痛或避免运动的参与度。 目的:我们概述了一个用于疼痛康复干预的VR项目的开发和初步实施情况,以增强慢性疼痛青少年的功能。 方法:我们展示了一个创新的VR项目(水果脚)在儿科疼痛康复中的开发、可接受性、可行性和效用,以促进上下肢参与度的提高。开发团队是一个跨学科的儿科专家小组,包括物理治疗师、职业治疗师、疼痛心理学家、麻醉师、疼痛研究人员和一名VR软件开发人员。我们采用了一个4阶段的迭代开发过程,通过访谈和标准化问卷让临床医生、家长和患者参与进来。 结果:本研究纳入了17名儿科患者(13名女性,4名男性),他们参加了强化跨学科疼痛治疗(IIPT)项目,平均年龄为13.24岁(范围7 - 17岁),共完成了63次VR治疗。总体存在感报告较高(平均28.98;最高40;标准差4.02),表明沉浸程度较高。在有多疗程数据的患者中(n = 8),疼痛(P <.001)、恐惧(P =.003)、回避(P =.004)和功能受限(P =.01)的报告显著下降。定性分析显示:(1)对VR有积极体验(如喜欢VR,愿意再次使用VR项目,觉得VR是一个有用的工具);(2)在参与VR时从疼痛中分心;(3)感觉活动能力增强;(4)在VR期间临床医生观察到的疼痛行为减少。与其他可用的VR项目相比,运动数据支持了“水果脚”项目的目标影响。 结论:迭代开发过程基于定性反馈、问卷和运动数据产生了一个高度吸引人且可行的VR项目。我们讨论了VR在慢性疼痛康复方面的改进、实施和影响评估的下一步计划。VR作为一种工具,有望以高度强化且有趣的方式促进慢性疼痛康复中的治疗效果。
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