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Effect of Virtual Reality on Pain and Function in Children With Sickle Cell Disease: A Randomized Controlled Trial

The Effect of Virtual Reality on Pain, Physical Function, and Health-related Quality of Life in Children With Sickle Cell Disease: A Randomized Controlled Trial

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05952817
Acronym
RCT
Enrollment
40
Registered
2023-07-19
Start date
2023-09-01
Completion date
2024-02-29
Last updated
2025-06-18

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

Conditions

SCD

Keywords

Sickle Cell Disease, Virtual Reality, Numeric Rating Scale, Randomized Controlled Trial, Children, Health-Related Quality of Life, Pain, Functional Mobility

Brief summary

Significance or rationale of the study: Virtual reality (VR) is a promising non-pharmacological pain management tool. It enhances motor function by promoting cortical reorganization and neuroplasticity. Its multimodal biofeedback engages sensory and cognitive functions, making therapy interactive, motivating, and easy to understand. With strong rehabilitation potential, VR helps patients adapt to real-world movements (Laver, 2020). Initially used for procedural pain management, VR is now expanding into chronic pain rehabilitation by encouraging engagement with difficult or avoided movements (Griffin et al., 2020). Additionally, VR offers a dynamic alternative to traditional exercises, improving adherence and outcomes. Integrating entertainment into therapy can motivate children, enhancing their physical and psychological well-being. Recently, a few studies revealed an improvement in vaso-occlusive episodes (VOE) after VR treatment (Agrawal et al., 2019). However, efficacy studies are needed to assess VR's potential benefits. Additionally, data regarding VR's efficacy on daily pain, functional mobility, and HRQOL as complementary therapy are limited

Detailed description

1. To investigate the effect of VR in reducing daily pain in children with SCD 2. To evaluate the impact of VR on improving functional mobility in children with SCD. 3. To examine the changes in PedsQL in children with SCD after engaging in VR experiences. 4. To evaluate the safety and satisfaction of fully immersive VR therapy in children with

Interventions

DEVICEvirtual reality

Virtual reality (VR) technology is a new medical intervention technique founded on the principle of distraction, providing real perceptual stimuli such as visual images, spatial sounds, tactile, and sensory feedback stimuli.(Zhang et al., 2022)

Sponsors

Afnan Bkri
Lead SponsorOTHER_GOV

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Outcomes Assessor)

Masking description

No additional parties were masked beyond the outcomes assessor. Only the assessor responsible for measuring clinical outcomes was blinded to group allocation.

Intervention model description

Participants were randomly assigned into two parallel groups following hospital discharge. The intervention group received a virtual reality (VR) program consisting of multiple sessions delivered over five weeks, while the control group continued with usual care. Both groups were followed at regular intervals, and outcome measures including pain intensity, physical function (Timed Up and Go), and health-related quality of life (PedsQL) were assessed at baseline, week 3, and week 5. The design followed a parallel assignment model without crossover between groups.

Eligibility

Sex/Gender
ALL
Age
8 Years to 13 Years
Healthy volunteers
No

Inclusion criteria

1. Children aged between 8 and 13 years. 2. Diagnosed with sickle cell disease (SCD), including homozygous SCA and other clinically confirmed variants. 3. Medically stable and cleared by the treating physician to participate in mild activity. 4. Receiving hydroxyurea as part of routine care. 5. Able to follow simple instructions and communicate pain levels. 6. Parental/legal guardian consent and child assent obtained.

Exclusion criteria

1. Presentence of developmental, neurological, or genetic disorders. 2. History of hip replacement or major orthopedic conditions affecting mobility. 3. Current acute chest syndrome or unstable clinical condition. 4. Visual or hearing impairments that would interfere with VR use. 5. Participation in concurrent physiotherapy or rehabilitation programs. 6. Previously enrolled in phase one of the current study (if applicable)

Design outcomes

Primary

MeasureTime frameDescription
Pain Intensity (Numeric Rating Scale - NRS)Baseline, Week 3, and Week 5Pain intensity was assessed using the validated Arabic version of the Numeric Rating Scale (NRS), which ranges from 0 (no pain) to 10 (worst imaginable pain). Participants were asked to rate their pain immediately before and after the VR session to measure the short-term analgesic effect of the intervention.

Secondary

MeasureTime frameDescription
Health-Related Quality of Life (PedsQL)Baseline, Week 3, and Week 5The Pediatric Quality of Life Inventory (PedsQL) Generic Core Scale was used to assess health-related quality of life in children aged 8-13 years. The Arabic validated version was administered at baseline, mid-intervention (week 3), and post-intervention (week 5). Higher scores indicate better quality of life across physical, emotional, social, and school functioning domains.
Functional Mobility (Timed Up and Go Test - TUG)Baseline, Week 3, and Week 5Functional mobility was measured using the Timed Up and Go (TUG) test. Participants were instructed to rise from a chair, walk 3 meters, turn around, walk back, and sit down. The total time taken to complete the task was recorded in seconds. Assessments were conducted at baseline, week 3, and week 5.

Countries

Saudi Arabia

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 11, 2026