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一项针对慢性下腰痛的 8 周自我管理家庭行为技能为基础的虚拟现实程序:在 COVID-19 期间进行的双盲、随机、安慰剂对照试验。

An 8-Week Self-Administered At-Home Behavioral Skills-Based Virtual Reality Program for Chronic Low Back Pain: Double-Blind, Randomized, Placebo-Controlled Trial Conducted During COVID-19.

机构信息

AppliedVR, Inc, Los Angeles, CA, United States.

CT Bauer College of Business, University of Houston, Houston, TX, United States.

出版信息

J Med Internet Res. 2021 Feb 22;23(2):e26292. doi: 10.2196/26292.

Abstract

BACKGROUND

Chronic low back pain is the most prevalent chronic pain condition worldwide and access to behavioral pain treatment is limited. Virtual reality (VR) is an immersive technology that may provide effective behavioral therapeutics for chronic pain.

OBJECTIVE

We aimed to conduct a double-blind, parallel-arm, single-cohort, remote, randomized placebo-controlled trial for a self-administered behavioral skills-based VR program in community-based individuals with self-reported chronic low back pain during the COVID-19 pandemic.

METHODS

A national online convenience sample of individuals with self-reported nonmalignant low back pain with duration of 6 months or more and with average pain intensity of 4 or more/10 was enrolled and randomized 1:1 to 1 of 2 daily (56-day) VR programs: (1) EaseVRx (immersive pain relief skills VR program); or (2) Sham VR (2D nature content delivered in a VR headset). Objective device use data and self-reported data were collected. The primary outcomes were the between-group effect of EaseVRx versus Sham VR across time points, and the between-within interaction effect representing the change in average pain intensity and pain-related interference with activity, stress, mood, and sleep over time (baseline to end-of-treatment at day 56). Secondary outcomes were global impression of change and change in physical function, sleep disturbance, pain self-efficacy, pain catastrophizing, pain acceptance, pain medication use, and user satisfaction. Analytic methods included intention-to-treat and a mixed-model framework.

RESULTS

The study sample was 179 adults (female: 76.5%, 137/179; Caucasian: 90.5%, 162/179; at least some college education: 91.1%, 163/179; mean age: 51.5 years [SD 13.1]; average pain intensity: 5/10 [SD 1.2]; back pain duration ≥5 years: 67%, 120/179). No group differences were found for any baseline variable or treatment engagement. User satisfaction ratings were higher for EaseVRx versus Sham VR (P<.001). For the between-groups factor, EaseVRx was superior to Sham VR for all primary outcomes (highest P value=.009), and between-groups Cohen d effect sizes ranged from 0.40 to 0.49, indicating superiority was moderately clinically meaningful. For EaseVRx, large pre-post effect sizes ranged from 1.17 to 1.3 and met moderate to substantial clinical importance for reduced pain intensity and pain-related interference with activity, mood, and stress. Between-group comparisons for Physical Function and Sleep Disturbance showed superiority for the EaseVRx group versus the Sham VR group (P=.022 and .013, respectively). Pain catastrophizing, pain self-efficacy, pain acceptance, prescription opioid use (morphine milligram equivalent) did not reach statistical significance for either group. Use of over-the-counter analgesic use was reduced for EaseVRx (P<.01) but not for Sham VR.

CONCLUSIONS

EaseVRx had high user satisfaction and superior and clinically meaningful symptom reduction for average pain intensity and pain-related interference with activity, mood, and stress compared to sham VR. Additional research is needed to determine durability of treatment effects and to characterize mechanisms of treatment effects. Home-based VR may expand access to effective and on-demand nonpharmacologic treatment for chronic low back pain.

TRIAL REGISTRATION

ClinicalTrials.gov NCT04415177; https://clinicaltrials.gov/ct2/show/NCT04415177.

INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR2-10.2196/25291.

摘要

背景

慢性下腰痛是全球最常见的慢性疼痛疾病,获得行为疼痛治疗的机会有限。虚拟现实(VR)是一种沉浸式技术,可为慢性疼痛提供有效的行为治疗方法。

目的

我们旨在针对在 COVID-19 大流行期间患有自我报告的慢性下腰痛的社区个体,进行一项自我管理的基于行为技能的 VR 程序的双盲、平行臂、单队列、远程、随机安慰剂对照试验。

方法

我们招募了一个全国性的在线便利样本,其中包括自我报告的非恶性下腰痛持续时间为 6 个月或以上且平均疼痛强度为 4 或以上/10 的个体,并将其随机分为 1:1 至 2 个每日(56 天)VR 程序之一:(1)EaseVRx(沉浸式缓解疼痛技能 VR 程序);或(2)Sham VR(在 VR 耳机中提供的 2D 自然内容)。收集客观设备使用数据和自我报告数据。主要结局是 EaseVRx 与 Sham VR 在各个时间点的组间效应,以及代表平均疼痛强度随时间变化的组内交互效应(从基线到第 56 天的治疗结束时)以及与活动、压力、情绪和睡眠相关的疼痛干扰的变化。次要结局包括总体变化印象和身体功能、睡眠障碍、疼痛自我效能、疼痛灾难化、疼痛接受、疼痛药物使用和用户满意度的变化。分析方法包括意向治疗和混合模型框架。

结果

该研究样本为 179 名成年人(女性:76.5%,137/179;白种人:90.5%,162/179;至少受过一些大学教育:91.1%,163/179;平均年龄:51.5 岁[SD 13.1];平均疼痛强度:5/10 [SD 1.2];背痛持续时间≥5 年:67%,120/179)。基线变量或治疗参与方面没有组间差异。EaseVRx 的用户满意度评分高于 Sham VR(P<.001)。对于组间因素,EaseVRx 在所有主要结局上均优于 Sham VR(最高 P 值=.009),并且组间 Cohen d 效应大小范围为 0.40 至 0.49,表明优势具有中等临床意义。对于 EaseVRx,从前后测量的大效应量范围从 1.17 到 1.3,并且在降低疼痛强度和与活动、情绪和压力相关的疼痛干扰方面具有中度至较大的临床重要性。EaseVRx 组与 Sham VR 组在身体功能和睡眠障碍方面的组间比较显示出优势(P=.022 和.013)。疼痛灾难化、疼痛自我效能、疼痛接受、处方阿片类药物(吗啡毫克当量)在两组中均未达到统计学意义。EaseVRx 组的非处方镇痛药使用减少(P<.01),但 Sham VR 组没有。

结论

与 sham VR 相比,EaseVRx 具有较高的用户满意度,并且对平均疼痛强度和与活动、情绪和压力相关的疼痛干扰具有优越且具有临床意义的减轻作用。需要进一步研究以确定治疗效果的持久性,并确定治疗效果的机制。家庭为基础的 VR 可能会扩大对慢性下腰痛的有效和按需非药物治疗的机会。

试验注册

ClinicalTrials.gov NCT04415177;https://clinicaltrials.gov/ct2/show/NCT04415177。

国际注册报告标识符(IRRID):RR2-10.2196/25291。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/d698/7939946/25705e97349c/jmir_v23i2e26292_fig1.jpg

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