Trial reportThe journal of pain2016
Feasibility and Safety of a Virtual Reality Dodgeball Intervention for Chronic Low Back Pain: A Randomized Clinical Trial.
Trial report in The journal of pain, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 50 papers, 8 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
50 citing papers in PubMed, 8 syntheses or guidelines pooled it, 116 citations in OpenAlex.
- Effects of Digital Health Interventions in Chronic Musculoskeletal Pain: Systematic Review and Bayesian Network Meta-Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2026Pooled it
- Efficacy of Sensor-Based Training Using Exergaming or Virtual Reality in Patients with Chronic Low Back Pain: A Systematic Review.Sensors (Basel, Switzerland) · 2024Pooled it
- Virtual Reality-Based Training in Chronic Low Back Pain: Systematic Review and Meta-Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2024Pooled it
- Virtual Reality for Chronic Pain Management Among Historically Marginalized Populations: Systematic Review of Usability Studies.Journal of medical Internet research · 2023Pooled it
- A Systematic Review and Meta-Analysis of the Effectiveness of Virtual Reality-Based Rehabilitation Therapy on Reducing the Degree of Pain Experienced by Individuals with Low Back Pain.International journal of environmental research and public health · 2023Pooled it
- Virtual Reality Assisted Non-Pharmacological Treatments in Chronic Pain Management: A Systematic Review and Quantitative Meta-Analysis.International journal of environmental research and public health · 2022Pooled it
- Virtual Reality in the Treatment of Adults with Chronic Low Back Pain: A Systematic Review and Meta-Analysis of Randomized Clinical Trials.International journal of environmental research and public health · 2021Pooled it
- Exercise therapy for chronic low back pain.The Cochrane database of systematic reviews · 2021Pooled it
- The effect of exercises done with virtual reality glasses on pain, daily life activities, and quality of life of individuals with lumbar disc hernia: a randomized controlled trial.BMC musculoskeletal disorders · 2025Trial
- A multicenter feasibility randomized controlled trial using a virtual reality application of pain neuroscience education for adults with chronic low back pain.Annals of medicine · 2024Trial
- Virtual reality distraction induces hypoalgesia in patients with chronic low back pain: a randomized controlled trial.Journal of neuroengineering and rehabilitation · 2020Trial
- Virtual immersive gaming to optimize recovery (VIGOR) in low back pain: A phase II randomized controlled trial.Contemporary clinical trials · 2018Trial
- Perceptions and preferences of patients with cardiac conditions to the inclusion of virtual reality-based therapy with conventional cardiovascular rehabilitation: A qualitative study.Brazilian journal of physical therapyTrial
- A Novel Virtual Reality Intervention Combining Movement Exercises and Body Illusions for the Treatment of Chronic Back Pain: Prospective Feasibility Study.JMIR serious games · 2026Article
- Telerehabilitation of chronic low back pain: protocol of a systematic review and network meta-analysis.Systematic reviews · 2026Article
- The Effects of Virtual Immersive Gaming to Optimize Recovery (VIGOR) in Low Back Pain: A Phase II Randomized Controlled Trial.Healthcare (Basel, Switzerland) · 2026Article
- Virtual Reality for Patients With Chronic Musculoskeletal Pain and Disability: An Umbrella Review of Systematic Reviews.Health science reports · 2025Review
- Virtual and Augmented Reality for Chronic Musculoskeletal Rehabilitation: A Systematic Review and Exploratory Meta-Analysis.Bioengineering (Basel, Switzerland) · 2025Review
- Effects of Virtual Reality on Adults Diagnosed with Chronic Non-Specific Low Back Pain: A Systematic Review.Healthcare (Basel, Switzerland) · 2025Review
- Feasibility, acceptability, patient experience, and preliminary efficacy of a virtual reality guided imagery intervention for chronic pain.Frontiers in digital health · 2025Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors at 1 institution in 1 country.
Funding
Abstract
Whereas the fear-avoidance model of chronic low back pain (CLBP) posits a generic avoidance of movement that is perceived as threatening, we have repeatedly shown that individuals with high fear and CLBP specifically avoid flexion of the lumbar spine. Accordingly, we developed a virtual dodgeball intervention designed to elicit graded increases in lumbar spine flexion while reducing expectations of fear and harm by engaging participants in a competitive game that is entertaining and distracting. We recruited 52 participants (48% female) with CLBP and high fear of movement and randomized them to either a game group (n = 26) or a control group (n = 26). All participants completed a pregame baseline and a follow-up assessment (4-6 days later) of lumbar spine motion and expectations of pain and harm during standardized reaches to high (easier), middle, and low (hardest to reach) targets. For 3 consecutive days, participants in the game group completed 15 minutes of virtual dodgeball between baseline and follow-up. For the standardized reaching tests, there were no significant effects of group on changes in lumbar spine flexion, expected pain, or expected harm. However, virtual dodgeball was effective at increasing lumbar flexion within and across gameplay sessions. Participants reported strong positive endorsement of the game, no increases in medication use, pain, or disability, and no adverse events. Although these findings indicate that very brief exposure to this game did not translate to significant changes outside the game environment, this was not surprising because graded exposure therapy for fear of movement among individuals with low back pain typically last 8 to 12 sessions. Because of the demonstration of safety, feasibility, and ability to encourage lumbar flexion within gameplay, these findings provide support for a clinical trial wherein the treatment dose is more consistent with traditional graded exposure approaches to CLBP. PERSPECTIVE: This study of a virtual reality dodgeball intervention provides evidence of feasibility, safety, and utility to encourage lumbar spine flexion among individuals with CLBP and high fear of movement.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.