Effectiveness and adverse effects of immersive technologies used for rehabilitation of patients with non-specific neck pain: a systematic review
DOI:
https://doi.org/10.2340/jrm.v57.42108Keywords:
neck pain, Physical Therapy Modalities, Rehabilitation, Virtual Reality, GamificationAbstract
Objective: The aim of this study is to evaluate the effectiveness of immersive technologies in the rehabilitation of patients with non-specific neck pain and identify any potential side effects associated with their use.
Design: Systematic review.
Subjects/Patients: Individuals with non-specific neck pain.
Methods: A systematic literature search of randomized controlled trials was conducted using Medline (PubMed), Embase (Ovid), Scopus, Cochrane Database of Systematic Reviews, WHO, Pedro, and ClinicalTrials.gov. Risk of bias was assessed with Cochrane Risk of Bias tool.
Results: Five studies with a total of 203 participants (129 women, 74 men) were included in the review. In most studies, both the virtual reality (VR) and control groups demonstrated improvement in pain, functioning related to neck pain, and range of motion. Two cases found the virtual reality group to demonstrate greater improvements in pain and range of motion (for some movements), but not in function. The studies analysed lack much information regarding the applicability of VR therapy.
Conclusion: The data are promising and suggest that VR therapy may have benefits in the rehabilitation of patients with non-specific neck pain. Data on the safety of therapy and adverse events are insufficient to draw any conclusions.
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Copyright (c) 2025 Joanna S. Kostka, Agnieszka Zawadzka-Fabijan, Dariusz Działa, Bogumiła Bruc, Magdalena Pruszyńska, Gabriela Figas, Rory J. O'Connor, Antti Malmivaara, Jolanta E. Kujawa
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