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Effectiveness of a Virtual Reality Walking Program for Spinal Cord Injury Neuropathic Pain Over the Medium to Long Term.

Are analgesic effects of virtual reality just a flash in the pan? A replicated single-case experimental design examining the effects of a VR Walking simulator over medium-to-long term follow-up in people with neuropathic pain following SCI

Status
Not yet recruiting
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12626000803392
Enrollment
5
Registered
2026-07-03
Start date
2026-09-07
Completion date
2027-03-01
Last updated
2026-09-07

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

Conditions

None listed

Brief summary

This study will use a combined multiple-baseline with reversal single-case experimental design (SCED) to evaluate the efficacy and feasibility of a virutal reality walking intervention. The study will use an ABABC design. A refers to the non-intervention phases, B will be the intervention phases. C phase will be used as an assessment of feasibility. The duration of each phase will be Baseline(~2-3wks), Intervention1 (4wks), Wash out (~3-4wks), Intervention2 (4wks), Follow-up (2wks). . We will measure changes in pain, and wellbeing as well as feasibility through questionnaires before and after the intervention. The results will help us understand whether this type of intervention is effective and feasiblity in the medium to long term for people with SCI-related NP. We hypothesise that VRWalk will have positive long-term effects on NP intensity. Additionally, we hypothesise that VRWalk will be feasible.

Interventions

Description of the intervention Participants will use a Virtual Reality headset to complete a virtual walking experience. VRWalk app (Immersive Experience Labs, USA) is an immersive, embodied virtual walking experience. Participants will complete vitual walking using the VRwalk app for 20 minutes five times per week during the intervention periods. Participants will be assisted with the first session by the primary researcher (a qualified Physiotherapist) for familiarisation. The participant wi

Description of the intervention Participants will use a Virtual Reality headset to complete a virtual walking experience. VRWalk app (Immersive Experience Labs, USA) is an immersive, embodied virtual walking experience. Participants will complete vitual walking using the VRwalk app for 20 minutes five times per week during the intervention periods. Participants will be assisted with the first session by the primary researcher (a qualified Physiotherapist) for familiarisation. The participant will be supported during the first week to gradually build up to the full 20-minute session length in the absence of any adverse effects. Procedures The study has an ABABC design, A refers to the non-intervention phases, B will be the intervention phases. C phase will be used as an assessment of feasibility. The first A phase will be a baseline phase of approximately two weeks. This will be followed by the first 4-week intervention phase. After this first intervention phase there will be a 3-4 week wash out phase (22-26 days), during which participants will no longer have access to the VRWalk intervention. After the wash out phase, participants will begin a second 4-week intervention phase, identical in structure and instructions to the first. This will be followed by a 2-week maintenance phase, during which participants will continue to have access to the device and app but will not be prompted or encouraged to use it. Usage during this phase is optional. Mode of delivery The intervention will be delivered through a virtual reality head mounted display. Using this device participants will access the VRWalk app and be prompted to walk and explore the virtual world. Location All intervention sessions will be conducted at the participants home. Personalisation/adaption While the intervention will not be personalised in a targetted way participants can explore the virtual world at their own pace throughout the intervention, therefore have control over their speed and exploration. Additionally, participants will be free to use the VR more than the amount previously mentioned so will be able to increase their dosage if they find it effective. Adhearence and fidelity Adherence data collected via the headset (frequency and duration of use). Participants will be contacted at least once per week to monitor progress, troubleshoot technical issues, and provide support.

Sponsors

Adelaide University
Lead SponsorUniversity

Study design

Allocation
Non-randomised trial
Intervention model
Single group
Primary purpose
Treatment
Masking
Open (masking not used)

Eligibility

Sex/Gender
All
Age
18 Years to 65 Years
Healthy volunteers
No

Inclusion criteria

Diagnosis of a spinal cord injury Ability to independently swing arms Minimum of 1 year post injury Age 18-65 years Persistent (>3months) at or below level neuropathic pain with a severity of at least 6/10 Stable medication regimen in the past month

Exclusion criteria

Significant pain (>4/10) or impairment on arm movement History of moderate or severe traumatic brain injury Severe psychiatric disorder (e.g. Schizophrenia) Significant sensitivity to light Significant cognitive impairments Inability to understand and communicate in English.

Outcome results

None listed

Source: ANZCTR · Data processed: Sep 19, 2026