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Interactive training methods for the assessment and management of neck pain

Interactive virtual reality training with sensorimotor and kinematic exercises versus sensorimotor and kinematic exercise only, in management of patients with chronic neck pain- Evaluation of the effect on pain, disability, psychological factors, sensorimotor performance and cervical kinematics.

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12612000677808
Enrollment
40
Registered
2012-06-25
Start date
2012-07-04
Completion date
2012-08-10
Last updated
2020-01-13

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

Exercise has been identified as an important element in the management of neck pain but it is not known which type is the most optimal. Virtual reality training might be of benefit. Various sensorimotor and kinematic impairments have been identified in patients with neck pain, and should be addressed in treatment. This research aims to investigate the effect of two types of exercise regimes on neck impairments. One regime will include balance, repositioning, eye and kinematic exercises tailored to the patients. The other exercise regime will include this as well as interactive VR training fascilitating cervical motor control and quick mobility in patients with neck pain.

Interventions

The two intervention groups will receive different exercise regimes: Group 1. Sensorimotor and kinematic exercise including balance, repositioning, movement sense and oculomotor (eye movement) exercises. Each participant in group 1 will receive 2x 30 min session per week for 4 weeks. These exercise sessions will be supervised one-on-one by a physiotherapist. In addition participants will be required to complete a daily home exercise program consisting of the exercises taught during the sessions.

The two intervention groups will receive different exercise regimes: Group 1. Sensorimotor and kinematic exercise including balance, repositioning, movement sense and oculomotor (eye movement) exercises. Each participant in group 1 will receive 2x 30 min session per week for 4 weeks. These exercise sessions will be supervised one-on-one by a physiotherapist. In addition participants will be required to complete a daily home exercise program consisting of the exercises taught during the sessions. The participants will be requested to perform their home exercises for 30 minutes, at least 4 times a week. Progression of exercise difficulty level and dossage will be updated every week according to the patient's progress. For example, balance may be challenged with unstable surfaces, single leg stances, number of repetitions and combination of a few tasks may be used in order to increase level of difficulty. Group 2. Sensorimotor and kinematic exercise plus interactive exercises using the virtual reality system (VR glasses equipped with a tracker). Patients will interact with visual targets in a customised video game displayed in the VR glasses. This game will be controlled by head movement. Each participant in group 2 will receive 2 x 30 minute sessions per week for 4 weeks using the VR device. The VR exercise sessions will be supervised, one-on-one, by a physiotherapist. Patients will also be prescribed and progressed with home sensorimotor and kinematic exercises. Similarly to group 1, the participants in group 2 will be requested to perform their home exercises for 30 minutes, at least 4 times a week. Progression of exercise difficulty level and dossage will be updated every week according to the patient's progress. For example, balance may be challenged with unstable surfaces, single leg stances, number of repeatitions and combination of a few tasks may be used in order to increase level of difficulty. The difference between the two groups is the use of the VR interactive system which will be included in the intervention of group 2 alone.

Sponsors

University of Queensland
Lead SponsorUniversity

Study design

Allocation
Randomised controlled trial
Intervention model
Parallel
Primary purpose
Treatment
Masking
Blinded (masking used)

Eligibility

Sex/Gender
All
Age
18 Years to No maximum
Healthy volunteers
No

Inclusion criteria

1. Age: 18 years or more 2. Neck pain for more than 6 weeks 3. Mild to severe symptom severity, greater than 10% in the VAS and NDI.

Exclusion criteria

1. Evidence for active vestibular complaints such as acute dizziness, imbalance, nystagmus, diplopia. 2. Medical conditions that may affect the cervical spine including Rheumatic disorders, Arthritis stage 3-4, Diabetes Mellitus, neurological disorders, traumatic head injuries, lower limb pathologies that restrict sitting, or any painful condition other than neck pain, at the time of the assessment. 3. Inability to communicate and provide informed consent. . 4. Inability to participate in exercise / rehabilitation program. 5. Unstable fracture / dislocation. 6. Post orthopedic surgery in the upper body or spine. 7. Female participants who are pregnant. 8. Any reason repeated movements of the neck would be contra-indicated.

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026