Virtual Immersive Gaming to Optimize Recovery in Low Back Pain
虚拟沉浸式游戏可优化腰痛恢复
基本信息
- 批准号:10558448
- 负责人:
- 金额:$ 48.12万
- 依托单位:
- 依托单位国家:美国
- 项目类别:
- 财政年份:2018
- 资助国家:美国
- 起止时间:2018-11-01 至 2024-11-30
- 项目状态:已结题
- 来源:
- 关键词:AccelerometerAcuteAddressAdoptionAftercareBack PainChronicChronic low back painClinicalConnective TissueControl GroupsDataDevelopmentEnvironmentExhibitsExpectancyFrightGoalsHealth Services AccessibilityHip region structureIndividualIndividual DifferencesInjuryInterventionIntractable PainKneeLaboratoriesLow Back PainMaintenanceMeasuresMedical Care CostsMonitorMotionMovementMuscleOutcomePainParticipantPatientsPatternPersistent painPhasePhysiciansPlayPublic HealthRandomizedRecoveryRiskShoulderSpinalStandardizationTechnologyTestingTimeUnited StatesUnited States National Institutes of HealthVertebral columnVideo GamesVisitarmchronic painful conditioncomparison controlcostdesigndisabilityefficacy evaluationexpectationexperimental groupfollow-upgaming environmentimprovedinnovationnovel strategiespain patientpain reductionphase I trialphase II trialrestorationstandard of carevirtualvirtual reality environmentvirtual reality game
项目摘要
Abstract
Low back pain is the second most common reason for a visit to a physician, with direct medical costs exceeding
$90 billion per year in the United States alone. These costs are driven primarily by 7-10% of patients who
develop a chronic pain disorder that can last for many years. Fear of movement (i.e., kinesiophobia) due to
expectations of pain and harm is an important risk indicator for the development of persistent pain and
disability, with studies consistently showing that high fear is one of the strongest predictors of the transition to
chronic low back pain (CLBP). Specifically, fear encourages the adoption of maladaptive movement patterns
wherein tasks of daily living are performed with reduced lumbar spine flexion and compensatory increases of
knee, hip, and arm shoulder flexion. While avoidance of lumbar flexion may benefit these back pain sufferers in
the short-term by reducing their fear of injury, in the long-term limited lumbar flexion becomes an entrenched
pattern that can lead to shortening of spinal peri-articular connective tissues, changes in surrounding muscles,
and increased risk for chronicity.
With the support of an NIH R21, we recently completed a Phase I trial of an immersive virtual reality dodgeball
game designed specifically to increase lumbar flexion among individuals with CLBP and high fear of movement.
The results of this proof-of-concept study demonstrated that 3 daily sessions of virtual dodgeball was safe, did
not exacerbate existing back pain, was highly rated by participants, and increased lumbar spine flexion during
gameplay. We now propose a Phase II RCT to determine the efficacy of a 9–week course of treatment of virtual
dodgeball to reduce pain and disability. CLBP participants will be randomly assigned to play one of two versions
of our virtual reality game. In the experimental group, gameplay will promote progressive increases in lumbar
flexion. The control group will play the same immersive video game, but the parameters of the game will be
modified such that only small excursions of lumbar flexion are needed to successfully complete gameplay. The
co-primary clinical outcomes of changes in pain and disability will be assessed at 1-, 6-, 12-, 24-, and 48-weeks
post-treatment. Additionally, individual differences in expected pain, expected harm, and lumbar flexion will be
measured at pre-treatment baseline and at each of the follow-up intervals in the laboratory. Finally, participant
activity in their natural environment will be monitored for 7 days following each follow-up laboratory visit.
We have developed an innovative immersive video game that safely reduces expectations of pain/harm and
increases lumbar flexion among individuals with CLBP. The proposed Phase II trial will have a significant impact
on public health by testing the ability of this unique intervention to motivate CLBP sufferers to re-engage in the
specific spinal motions necessary to promote recovery and to maintain these treatment gains.
摘要
腰痛是看医生的第二大常见原因,直接医疗费用超过
仅在美国每年就有900亿美元。这些成本主要是由7%-10%的患者推动的
患上一种可持续多年的慢性疼痛障碍。由于以下原因而害怕运动(即运动恐惧症)
对疼痛和伤害的预期是发展持续性疼痛和伤害的重要风险指标
残疾,研究一直表明高度恐惧是过渡到
慢性腰痛(CLBP)。具体地说,恐惧会鼓励人们采用不适应的运动模式
其中日常生活任务是通过减少腰椎屈曲和代偿性增加
膝关节、臀部和手臂肩部屈曲。虽然避免腰椎屈曲可能会使这些背痛患者在
短期内通过减少对受伤的恐惧,在长期内有限的腰椎屈曲成为根深蒂固的
可导致脊柱关节周围结缔组织缩短,周围肌肉改变,
并增加了慢性病的风险。
在NIH R21的支持下,我们最近完成了沉浸式虚拟现实躲避球的第一阶段试验
这款游戏专为增加患有CLBP和运动恐惧症患者的腰部屈曲度而设计。
这项概念验证研究的结果表明,每天3次虚拟躲避球是安全的,是吗?
不会加剧现有的背部疼痛,被参与者高度评价,并在
游戏性。我们现在提出一项II期随机对照试验,以确定9周疗程的虚拟
躲避球,以减少疼痛和残疾。CLBP参与者将被随机分配到两个版本中的一个
我们的虚拟现实游戏。在试验组中,玩游戏将促进腰椎进行性增加
屈曲。对照组将玩同样的沉浸式视频游戏,但游戏的参数将是
经过修改,只需要小幅度的腰部屈曲就能成功完成游戏。这个
疼痛和残疾变化的共同主要临床结果将在1、6、12、24和48周进行评估
后处理。此外,预期疼痛、预期伤害和腰椎屈曲方面的个体差异将是
在治疗前基线和实验室中的每个随访间隔进行测量。最后,参与者
在每次后续实验室访问后,将对其自然环境中的活动进行为期7天的监测。
我们开发了一款创新的沉浸式视频游戏,可以安全地降低痛苦/伤害的预期,并
增加CLBP患者的腰椎屈曲度。拟议的第二阶段试验将产生重大影响
通过测试这一独特干预措施的能力来激励慢性阻塞性肺病患者重新参与
促进康复和维持这些治疗成果所需的特定脊椎运动。
项目成果
期刊论文数量(2)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Corrigendum to "Virtual immersive gaming to optimize recovery (VIGOR) in low back pain: A phase II randomized controlled trial" [Contemporary Clinical Trials 69 (2018) 83-91].
“虚拟沉浸式游戏优化腰痛恢复 (VIGOR):II 期随机对照试验”的勘误表 [当代临床试验 69 (2018) 83-91]。
- DOI:10.1016/j.cct.2020.106120
- 发表时间:2020
- 期刊:
- 影响因子:2.2
- 作者:France,ChristopherR;Thomas,JamesS
- 通讯作者:Thomas,JamesS
{{
item.title }}
{{ item.translation_title }}
- DOI:
{{ item.doi }} - 发表时间:
{{ item.publish_year }} - 期刊:
- 影响因子:{{ item.factor }}
- 作者:
{{ item.authors }} - 通讯作者:
{{ item.author }}
数据更新时间:{{ journalArticles.updateTime }}
{{ item.title }}
- 作者:
{{ item.author }}
数据更新时间:{{ monograph.updateTime }}
{{ item.title }}
- 作者:
{{ item.author }}
数据更新时间:{{ sciAawards.updateTime }}
{{ item.title }}
- 作者:
{{ item.author }}
数据更新时间:{{ conferencePapers.updateTime }}
{{ item.title }}
- 作者:
{{ item.author }}
数据更新时间:{{ patent.updateTime }}
Christopher R France其他文献
Neighborhood ethnic density and disparities in proximal blood donation opportunities
社区种族密度和近端献血机会的差异
- DOI:
- 发表时间:
2024 - 期刊:
- 影响因子:2.9
- 作者:
John M Ruiz;Shana D. Hughes;Melissa Flores;Brian Custer;M. Ingram;Scott Carvajal;Cecilia Rosales;Hany T. Kamel;Ralph Vassallo;Christopher R France - 通讯作者:
Christopher R France
Christopher R France的其他文献
{{
item.title }}
{{ item.translation_title }}
- DOI:
{{ item.doi }} - 发表时间:
{{ item.publish_year }} - 期刊:
- 影响因子:{{ item.factor }}
- 作者:
{{ item.authors }} - 通讯作者:
{{ item.author }}
{{ truncateString('Christopher R France', 18)}}的其他基金
Virtual Immersive Gaming to Optimize Recovery in Low Back Pain
虚拟沉浸式游戏可优化腰痛恢复
- 批准号:
10058238 - 财政年份:2018
- 资助金额:
$ 48.12万 - 项目类别:
Blood Donor Competence, Autonomy and Relatedness Enhancement (Blood Donor CARE)
献血者能力、自主性和相关性增强(献血者护理)
- 批准号:
9204858 - 财政年份:2016
- 资助金额:
$ 48.12万 - 项目类别:
Blood Donor Competence, Autonomy and Relatedness Enhancement (Blood Donor CARE)
献血者能力、自主性和相关性增强(献血者护理)
- 批准号:
9012195 - 财政年份:2016
- 资助金额:
$ 48.12万 - 项目类别:
Development of a Virtual Reality Graded Exposure Intervention for Low Back Pain
开发针对腰痛的虚拟现实分级暴露干预措施
- 批准号:
9350270 - 财政年份:2016
- 资助金额:
$ 48.12万 - 项目类别:
Using an interactive game to reduce fear & increase spine motion in low back pain
使用互动游戏减少恐惧
- 批准号:
8667104 - 财政年份:2014
- 资助金额:
$ 48.12万 - 项目类别:
Preventing Adverse Reactions in Novice Blood Donors
预防新手献血者的不良反应
- 批准号:
7766224 - 财政年份:2006
- 资助金额:
$ 48.12万 - 项目类别:
Preventing Adverse Reactions in Novice Blood Donors
预防新手献血者的不良反应
- 批准号:
7576717 - 财政年份:2006
- 资助金额:
$ 48.12万 - 项目类别:
Preventing Adverse Reactions in Novice Blood Donors
预防新手献血者的不良反应
- 批准号:
7393301 - 财政年份:2006
- 资助金额:
$ 48.12万 - 项目类别:
Preventing Adverse Reactions in Novice Blood Donors
预防新手献血者的不良反应
- 批准号:
7464222 - 财政年份:2006
- 资助金额:
$ 48.12万 - 项目类别:
相似海外基金
Acute senescence: a novel host defence counteracting typhoidal Salmonella
急性衰老:对抗伤寒沙门氏菌的新型宿主防御
- 批准号:
MR/X02329X/1 - 财政年份:2024
- 资助金额:
$ 48.12万 - 项目类别:
Fellowship
Transcriptional assessment of haematopoietic differentiation to risk-stratify acute lymphoblastic leukaemia
造血分化的转录评估对急性淋巴细胞白血病的风险分层
- 批准号:
MR/Y009568/1 - 财政年份:2024
- 资助金额:
$ 48.12万 - 项目类别:
Fellowship
Combining two unique AI platforms for the discovery of novel genetic therapeutic targets & preclinical validation of synthetic biomolecules to treat Acute myeloid leukaemia (AML).
结合两个独特的人工智能平台来发现新的基因治疗靶点
- 批准号:
10090332 - 财政年份:2024
- 资助金额:
$ 48.12万 - 项目类别:
Collaborative R&D
Cellular Neuroinflammation in Acute Brain Injury
急性脑损伤中的细胞神经炎症
- 批准号:
MR/X021882/1 - 财政年份:2024
- 资助金额:
$ 48.12万 - 项目类别:
Research Grant
STTR Phase I: Non-invasive focused ultrasound treatment to modulate the immune system for acute and chronic kidney rejection
STTR 第一期:非侵入性聚焦超声治疗调节免疫系统以治疗急性和慢性肾排斥
- 批准号:
2312694 - 财政年份:2024
- 资助金额:
$ 48.12万 - 项目类别:
Standard Grant
Combining Mechanistic Modelling with Machine Learning for Diagnosis of Acute Respiratory Distress Syndrome
机械建模与机器学习相结合诊断急性呼吸窘迫综合征
- 批准号:
EP/Y003527/1 - 财政年份:2024
- 资助金额:
$ 48.12万 - 项目类别:
Research Grant
FITEAML: Functional Interrogation of Transposable Elements in Acute Myeloid Leukaemia
FITEAML:急性髓系白血病转座元件的功能研究
- 批准号:
EP/Y030338/1 - 财政年份:2024
- 资助金额:
$ 48.12万 - 项目类别:
Research Grant
KAT2A PROTACs targetting the differentiation of blasts and leukemic stem cells for the treatment of Acute Myeloid Leukaemia
KAT2A PROTAC 靶向原始细胞和白血病干细胞的分化,用于治疗急性髓系白血病
- 批准号:
MR/X029557/1 - 财政年份:2024
- 资助金额:
$ 48.12万 - 项目类别:
Research Grant
ロボット支援肝切除術は真に低侵襲なのか?acute phaseに着目して
机器人辅助肝切除术真的是微创吗?
- 批准号:
24K19395 - 财政年份:2024
- 资助金额:
$ 48.12万 - 项目类别:
Grant-in-Aid for Early-Career Scientists
Collaborative Research: Changes and Impact of Right Ventricle Viscoelasticity Under Acute Stress and Chronic Pulmonary Hypertension
合作研究:急性应激和慢性肺动脉高压下右心室粘弹性的变化和影响
- 批准号:
2244994 - 财政年份:2023
- 资助金额:
$ 48.12万 - 项目类别:
Standard Grant