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VR-Assisted Rehabilitation in Partial Supraspinatus Tears

Effects of Virtual Reality-Assisted Rehabilitation on Pain, Kinesiophobia, Quality of Life, and Supraspinatus Tendon Thickness in Patients With Partial Supraspinatus Tears: A Randomized Controlled Trial

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07478835
Enrollment
52
Registered
2026-03-18
Start date
2025-01-01
Completion date
2025-12-20
Last updated
2026-09-15

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

Conditions

Partial Supraspinatus Tear, Shoulder Pain

Keywords

Virtual Reality, Kinesiophobia, Exercise Therapy, Rehabilitation, Rotator cuff

Brief summary

This randomized controlled trial investigated the effects of virtual reality-assisted rehabilitation in patients with partial supraspinatus tendon tears. Partial supraspinatus tears are a common cause of shoulder pain, functional limitation, restricted range of motion, and fear of movement. Conservative rehabilitation is commonly used as first-line treatment, while evidence regarding immersive virtual reality rehabilitation in this patient population remains limited. Participants were randomly allocated to either a virtual reality-assisted rehabilitation group or a conventional rehabilitation group. Both groups received the same physical therapy modalities, including hot pack, therapeutic ultrasound, and transcutaneous electrical nerve stimulation. The control group subsequently performed conventional therapeutic shoulder exercises, whereas the virtual reality group performed approximately equal-duration immersive VR-based exercises instead of the conventional exercise component. Outcomes included pain, shoulder range of motion, disability, kinesiophobia, health-related quality of life, and supraspinatus tendon thickness.

Detailed description

This randomized controlled trial investigated the effects of immersive virtual reality-assisted rehabilitation in patients with partial supraspinatus tendon tears. Partial supraspinatus tendon tears are a common cause of shoulder pain and functional impairment and may be associated with restricted shoulder range of motion, reduced quality of life, and increased fear of movement. Conservative rehabilitation is commonly used as first-line treatment and typically includes physical therapy modalities together with exercises aimed at restoring shoulder mobility, rotator cuff function, and scapular control. Virtual reality allows patients to perform repetitive, task-oriented upper-extremity movements within an interactive environment. Such systems may support active participation and provide visual feedback during movement; however, evidence regarding immersive virtual reality rehabilitation specifically in patients with partial supraspinatus tendon tears remains limited. Participants with MRI-confirmed partial supraspinatus tendon tears were randomly allocated to either a virtual reality-assisted rehabilitation group or a conventional rehabilitation group. Both groups received a standardized physical therapy program consisting of hot pack, therapeutic ultrasound, and transcutaneous electrical nerve stimulation. Following these physical therapy modalities, participants in the control group performed approximately 30 minutes of supervised conventional therapeutic exercises targeting shoulder mobility, stretching, strengthening, and scapular stabilization. Participants in the virtual reality group instead performed approximately 30 minutes of immersive virtual reality-based upper-extremity exercise. Thus, the virtual reality intervention replaced the conventional therapeutic exercise component rather than being added as an additional treatment, and the scheduled exercise duration was approximately equivalent between groups. The intervention was delivered over 15 sessions during three weeks, with five sessions per week. Evaluations were performed at baseline and after completion of treatment. The study evaluated pain intensity, passive shoulder range of motion, shoulder pain and disability, kinesiophobia, health-related quality of life, and supraspinatus tendon thickness measured by ultrasonography. The aim was to compare immersive virtual reality-based exercise with conventional therapeutic exercise when delivered within an otherwise similar rehabilitation program.

Interventions

BEHAVIORALVR-assisted rehabilitation program

Participants received physical therapy modalities consisting of hot pack, therapeutic ultrasound, and transcutaneous electrical nerve stimulation. They subsequently performed approximately 30 minutes of immersive virtual reality-based upper-extremity exercise using a Meta Quest Pro headset instead of the conventional therapeutic shoulder exercise component. The virtual reality activities involved repetitive, task-oriented shoulder and upper-extremity movements within an interactive three-dimensional environment. The intervention was delivered five days per week for three weeks, for a total of 15 sessions.

BEHAVIORALConventional shoulder exercise program

After receiving physical therapy modalities consisting of hot pack, therapeutic ultrasound, and transcutaneous electrical nerve stimulation, participants performed approximately 30 minutes of supervised conventional therapeutic shoulder exercise. The program included scapular mobilization; stretching exercises for shoulder flexion, abduction, internal rotation, and external rotation; and strengthening exercises for the shoulder and scapular stabilizer muscles. Exercises were performed in three sets of 10 repetitions. The intervention was delivered five days per week for three weeks, for a total of 15 sessions.

Sponsors

Hitit University
Lead SponsorOTHER

Study design

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

Intervention model description

Participants were randomly allocated in a 1:1 ratio to two parallel groups. Both groups received the same standard physical therapy modalities. The control group subsequently performed approximately 30 minutes of conventional therapeutic shoulder exercise, whereas the experimental group performed approximately 30 minutes of immersive virtual reality-based exercise instead of the conventional exercise component.

Eligibility

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

Inclusion criteria

* Aged 18 to 65 years * Shoulder pain persisting for more than four weeks * Partial supraspinatus tendon tear confirmed by shoulder magnetic resonance imaging

Exclusion criteria

* Physiotherapy treatment within the previous six months * Shoulder injection within the previous six months * History of tendon repair surgery * Communication or cognitive impairment * Vertigo, vestibular disorder, or another condition causing balance instability * History of epilepsy or seizures * Photosensitivity * Diagnosed psychiatric condition, including an anxiety disorder or claustrophobia * Additional orthopedic condition affecting the same shoulder * Neurological, vascular, or cardiac disorder restricting functional capacity * Pregnancy or breastfeeding

Design outcomes

Primary

MeasureTime frameDescription
Pain intensity measured by the Numeric Rating Scale (NRS)Baseline and after 3 weeks of treatmentPain intensity at rest and during shoulder movement was assessed separately using an 11-point Numeric Rating Scale, ranging from 0 (no pain) to 10 (the worst pain imaginable). Higher scores indicated greater pain intensity.

Secondary

MeasureTime frameDescription
Passive range of motion (ROM) of the affected shoulderBaseline and after 3 weeks of treatmentPassive range of motion of the affected shoulder, including flexion, extension, abduction, internal rotation, and external rotation, was measured in degrees using a Saehan goniometer. Higher values indicated greater range of motion.
Shoulder pain and disability measured using the Shoulder Pain and Disability Index (SPADI)Baseline and after 3 weeks of treatmentThe Shoulder Pain and Disability Index is a 13-item questionnaire comprising a five-item pain subscale and an eight-item disability subscale. Pain, disability, and total scores are expressed on a scale from 0 to 100, with higher scores indicating greater pain and disability.
Health-related quality of life measured using the Short Form-36 (SF-36)Baseline and after 3 weeks of treatmentThe Short Form-36 is a 36-item questionnaire comprising eight domains: physical functioning, role limitations due to physical health, bodily pain, general health, vitality, social functioning, role limitations due to emotional problems, and mental health. Each domain is scored from 0 to 100, with higher scores indicating better health status.
Kinesiophobia measured using the Tampa Scale of KinesiophobiaBaseline and after 3 weeks of treatmentThe Tampa Scale of Kinesiophobia is a 17-item questionnaire scored using a four-point Likert scale. Total scores range from 17 to 68, with higher scores indicating greater fear of movement or reinjury.
Supraspinatus tendon thickness measured using ultrasonography (USG)Baseline and after 3 weeks of treatmentSupraspinatus tendon thickness was measured with the participant seated and the affected arm placed in the modified Crass position. Using a Logiq V2 portable ultrasound device, the transducer was positioned longitudinally over the supraspinatus tendon, and tendon thickness was measured at the point of maximal thickness and recorded in centimeters. The measurement procedure was based on the EURO-MUSCULUS shoulder scanning protocol.

Countries

Turkey (Türkiye)

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Sep 16, 2026