Garcia Laura M, Darnall Beth D, Krishnamurthy Parthasarathy, Mackey Ian G, Sackman Josh, Louis Robert G, Maddox Todd, Birckhead Brandon J
Research and Development, AppliedVR Inc, Los Angeles, CA, United States.
USC Creative Media and Behavioral Health Center, Los Angeles, CA, United States.
JMIR Res Protoc. 2021 Jan 19;10(1):e25291. doi: 10.2196/25291.
Chronic pain is one of the most common and debilitating health conditions. Treatments for chronic low back pain typically focus on biomedical treatment approaches. While psychosocial treatments exist, multiple barriers prevent broad access. There is a significant unmet need for integrative, easily accessible, non-opioid solutions for chronic pain. Virtual reality (VR) is an immersive technology allowing innovation in the delivery of behavioral pain treatments. Behavioral skills-based VR is effective at facilitating pain management and reducing pain-related concerns. Continued research on these emerging approaches is needed.
In this randomized controlled trial, we seek to test the efficacy of a self-administered behavioral skills-based VR program as a nonpharmacological home-based pain management treatment for people with chronic low back pain (cLBP).
We will randomize 180 individuals with cLBP to 1 of 2 VR programs: (1) EaseVRx (8-week skills-based VR program); or (2) Sham VR (control condition). All participants will receive a VR headset to minimize any biases related to the technology's novelty. The Sham VR group had 2D neutral content in a 3D theater-like environment. Our primary outcome is average pain intensity and pain-related interference with activity, stress, mood, and sleep. Our secondary outcomes include patient-reported physical function, sleep disturbance, pain self-efficacy, pain catastrophizing, pain acceptance, health utilization, medication use, and user satisfaction. We hypothesize superiority for the skills-based VR program in all of these measures compared to the control condition. Team statisticians blinded to treatment assignment will assess outcomes up to 6 months posttreatment using an approach suitable for the longitudinal nature of the data.
The study was approved by the Western Institutional Review Board on July 2, 2020. The protocol (NCT04415177) was registered on May 27, 2020. Recruitment for this study was completed in July 2020, and data collection will remain active until March 2021. In total, 186 participants were recruited. Multiple manuscripts will be generated from this study. The primary manuscript will be submitted for publication in the winter of 2020.
Effectively delivering behavioral treatments in VR could overcome barriers to care and provide scalable solutions to chronic pain's societal burden. Our study could help shape future research and development of these innovative approaches.
ClinicalTrials.gov NCT04415177; https://clinicaltrials.gov/ct2/show/NCT04415177.
INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR1-10.2196/25291.
慢性疼痛是最常见且使人衰弱的健康问题之一。慢性下腰痛的治疗通常侧重于生物医学治疗方法。虽然存在心理社会治疗方法,但多种障碍阻碍了其广泛应用。对于慢性疼痛,迫切需要综合、易于获取的非阿片类解决方案。虚拟现实(VR)是一种沉浸式技术,可在行为疼痛治疗的提供方面实现创新。基于行为技能的VR在促进疼痛管理和减少与疼痛相关的担忧方面是有效的。需要对这些新兴方法持续进行研究。
在这项随机对照试验中,我们旨在测试一种基于自我管理的行为技能的VR程序作为慢性下腰痛(cLBP)患者非药物家庭疼痛管理治疗的疗效。
我们将把180名cLBP患者随机分为2个VR程序中的1个:(1)EaseVRx(为期8周的基于技能的VR程序);或(2)假VR(对照条件)。所有参与者将获得一个VR头戴设备,以尽量减少与该技术新颖性相关的任何偏差。假VR组在类似3D影院的环境中呈现二维中性内容。我们的主要结局是平均疼痛强度以及疼痛对活动、压力、情绪和睡眠的干扰。我们的次要结局包括患者报告的身体功能、睡眠障碍、疼痛自我效能、疼痛灾难化、疼痛接受度、医疗利用、药物使用和用户满意度。我们假设与对照条件相比,基于技能的VR程序在所有这些指标上更具优势。对治疗分配不知情的团队统计学家将使用适合数据纵向性质的方法在治疗后长达6个月时评估结局。
该研究于2020年7月2日获得西部机构审查委员会批准。方案(NCT04415177)于2020年5月27日注册。本研究的招募工作于2020年7月完成,数据收集将一直持续到2021年3月。总共招募了186名参与者。这项研究将产生多篇稿件。主要稿件将于2020年冬季提交发表。
在VR中有效提供行为治疗可以克服护理障碍,并为慢性疼痛的社会负担提供可扩展的解决方案。我们的研究有助于塑造这些创新方法的未来研发方向。
ClinicalTrials.gov NCT04415177;https://clinicaltrials.gov/ct2/show/NCT04415177。
国际注册报告识别码(IRRID):RR1-10.2196/25291。