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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.
Garcia, Laura M; Birckhead, Brandon J; Krishnamurthy, Parthasarathy; Sackman, Josh; Mackey, Ian G; Louis, Robert G; Salmasi, Vafi; Maddox, Todd; Darnall, Beth D.
  • Garcia LM; AppliedVR, Inc, Los Angeles, CA, United States.
  • Birckhead BJ; AppliedVR, Inc, Los Angeles, CA, United States.
  • Krishnamurthy P; CT Bauer College of Business, University of Houston, Houston, TX, United States.
  • Sackman J; AppliedVR, Inc, Los Angeles, CA, United States.
  • Mackey IG; AppliedVR, Inc, Los Angeles, CA, United States.
  • Louis RG; Division of Neurosurgery, Pickup Family Neurosciences Institute, Hoag Memorial Hospital, Newport Beach, CA, United States.
  • Salmasi V; Department of Anesthesiology, Perioperative and Pain Medicine, Stanford University School of Medicine, Palo Alto, CA, United States.
  • Maddox T; AppliedVR, Inc, Los Angeles, CA, United States.
  • Darnall BD; Department of Anesthesiology, Perioperative and Pain Medicine, Stanford University School of Medicine, Palo Alto, CA, United States.
J Med Internet Res ; 23(2): e26292, 2021 02 22.
Article in English | MEDLINE | ID: covidwho-1574360
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 11 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.
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Full text: Available Collection: International databases Database: MEDLINE Main subject: Health Behavior / Low Back Pain / Chronic Pain / Pain Management / Virtual Reality / COVID-19 Type of study: Cohort study / Experimental Studies / Observational study / Prognostic study / Randomized controlled trials Limits: Adolescent / Adult / Aged / Female / Humans / Male / Middle aged / Young adult Language: English Journal: J Med Internet Res Journal subject: Medical Informatics Year: 2021 Document Type: Article Affiliation country: 26292

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Full text: Available Collection: International databases Database: MEDLINE Main subject: Health Behavior / Low Back Pain / Chronic Pain / Pain Management / Virtual Reality / COVID-19 Type of study: Cohort study / Experimental Studies / Observational study / Prognostic study / Randomized controlled trials Limits: Adolescent / Adult / Aged / Female / Humans / Male / Middle aged / Young adult Language: English Journal: J Med Internet Res Journal subject: Medical Informatics Year: 2021 Document Type: Article Affiliation country: 26292