Clinical Focus ›› 2025, Vol. 40 ›› Issue (9): 773-780.doi: 10.3969/j.issn.1004-583X.2025.09.001

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Intervention effect of virtual reality technology on chronic neck pain: A meta-analysis

Xian Qinan1, Xu Yiwen1, Li Xin1, Sun Yan2()   

  1. 1. School of Nursing,Chengdu University of Traditional Chinese Medicine,Chengdu 610075,China
    2. Department of Emergency,Sichuan Academy of Medical Sciences Sichuan Provincial People's Hospital,Chengdu 610072,China
  • Received:2025-07-16 Online:2025-09-20 Published:2025-09-26
  • Contact: Sun Yan E-mail:ikun@stu.cdutcm.edu.cn

Abstract:

Objective To evaluate the effect of virtual reality (VR)-based intervention on pain symptoms and rehabilitation management in patients with chronic neck pain. Methods Articles reporting VR-based interventions against chronic neck pain published from the establishment of the databases to December 27, 2024 were searched in China National Knowledge Infrastructure (CNKI), VIP, Wanfang Medical Database, China Biomedical Literature Service System, PubMed, Web of Science, EMbase, and the Cochrane Library. Two researchers independently screened the literatures, extracted data, and evaluated the quality. Meta-analysis was performed using Stata 16.0 software. Results A total of 7 studies involving 182 patients were included. The meta-analysis results showed that VR-based intervention significantly alleviated the pain intensity (the Numerical Rating Scale [NRS] score: M D=-2.16, 95% C I: -2.70, -1.62, P<0.01; the Visual Analogue Scale [VAS] score: M D=-1.42, 95% C I: -1.82, -1.01, P<0.01), neck dysfunction (Neck Disability Index [NDI]: M D=-3.85, 95% C I: -4.70, -3.00, P<0.01), and kinesiophobia (Tampa Scale of Kinesiophobia [TSK] score: M D=-2.29, 95% C I: -4.42, -0.16, P<0.01) in patients with chronic neck pain. Conclusion VR technology, by creating immersive virtual environments and interactive training, can improve the pain intensity, neck dysfunction, and kinesiophobia in patients with chronic neck pain. Its normalization and standardization in clinical application still need further research support.

Key words: neck pain, virtual reality technology, chronic pain, meta-analysis

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