[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100580088":3},{"organization":4,"armGroups":7,"interventions":20,"overallOfficials":30,"centralContacts":35,"locations":25,"responsibleParty":44,"collaborators":25,"id":46,"slug":47,"hasResults":48,"nctId":49,"briefTitle":50,"officialTitle":51,"acronym":25,"eligibilityCriteria":52,"healthyVolunteers":48,"sex":53,"minAge":54,"maxAge":55,"enrollmentInfo":56,"targetDuration":25,"studyType":59,"phases":60,"briefSummary":62,"conditions":63,"keywords":65,"overallStatus":75,"whyStopped":25,"lastUpdateSubmitDate":76,"lastUpdatePostDateStruct":77,"startDateStruct":80,"completionDateStruct":82,"leadSponsor":84,"locationsCount":25},{"fullName":5,"class":6},"Luleå Tekniska Universitet","OTHER",[8,14],{"label":9,"type":10,"description":11,"interventionNames":12},"VR neck training group (10 participants)","EXPERIMENTAL","10 participants will use a VR headsets and perform training targeting the neck sensorimotor function. The patient interacts through head movements, and perform tasks in the VR environment.",[13],"Other: VR neck training",{"label":15,"type":16,"description":17,"interventionNames":18},"Endurance neck training group (10 participants)","ACTIVE_COMPARATOR","10 participants will perform endurance training for the neck and shoulder region, with body weight, rubber bands, and free weights.",[19],"Other: Endurance neck training",[21,26],{"type":6,"name":22,"description":23,"armGroupLabels":24,"otherNames":25},"VR neck training","VR intervention 8 weeks. A VR headset is used for assessment and training of sensorimotor functions of the neck. The VR headset has a built-in sensor which can measure movements and give objective test and training results. The results serve as a guide for tailored home-based training programs, also performed with the VR headset in the experimental group. The participant performs the training at home, 15-20 minutes\u002Fday 5 days\u002Fweek, initiallay divided into 3 sessions of 5 minutes each, while progression may lead to longer but fewer sessions. The program is individually tailored to target specific sensorimotor disturbances, and progressed during the intervention to increase the challenge. Participants will have video consultations with their physiotherapist once a week for the first 4 weeks, and every second week for the final 4 weeks. This can be adjusted to fit the participants needs. The VR is a novel technology, and this particular VR based training is not yet evaluated in research.",[9],null,{"type":6,"name":27,"description":28,"armGroupLabels":29,"otherNames":25},"Endurance neck training","An 8-week traditional endurance neck training intervention. The training program consists of neck and shoulder exercises performed with body weight, rubber bands, and free weights. The training is carried out at home, 15-20 minutes per day, 5 days a week. The training is individualized and progressed during the intervention. Participants will have video consultations with their physiotherapist once a week for the first 4 weeks, and then every second week for the final 4 weeks. This can be adjusted to fit the participants needs. This intervention is often used in the clinic and has been evaluated in several research studies with good results to reduce neck pain. However, its effects on sensorimotor functions have been less evaluated. Also, its effects compared to novel VR-training still needs to be evaluated.",[15],[31],{"name":32,"affiliation":33,"role":34},"Ulrik Röijezon, Professor","Luleå University of Technology. Department of Health, Education and Technology","STUDY_CHAIR",[36,41],{"name":37,"role":38,"phone":39,"phoneExt":25,"email":40},"Karin Forsberg, PhD student","CONTACT","+46 920 491358","karin.forsberg@ltu.se",{"name":32,"role":38,"phone":42,"phoneExt":25,"email":43},"+46 920 492987","ulrik.roijezon@ltu.se",{"type":45,"investigatorFullName":25,"investigatorTitle":25,"investigatorAffiliation":25,"oldNameTitle":25,"oldOrganization":25},"SPONSOR","100580088","neck-movement-training-in-a-virtual-reality-headset-for-people-with-neck-pain---a-feasibility-study-100580088",false,"NCT06832748","Neck Movement Training in a Virtual Reality Headset for People with Neck Pain - a Feasibility Study","Feasibility of a Virtual Reality Based Sensorimotor Training Intervention for Patients with Chronic Traumatic Neck Pain","Inclusion Criteria:\n\n* Ability to understand verbal and written Swedish\n* Persistent neck pain (\\>3 months)\n* Neck pain onset (or acute worsening) in relation to trauma to the head or neck\n* Neck disability index 20-60% or Numeric Rating Scale neck pain ≥ 3\u002F10\n* Impaired sensorimotor function of the neck (at least one of the sensorimotor tests must be impaired, i.e. below the norm values for the test in question). The following cut-off values are used:\n\nJoint position sense test: \\> 4.5° absolute error in any of the four directions right rotation, left rotation, extension or flexion.\n\nMovement sense test: \\>28 seconds to complete the zigzag pattern, or \\\u003C2,5 norm value (i.e., accuracy in percentage divided by time in seconds).\n\nMaximum velocity from the cervical reaction acuity test: \\\u003C 100°\u002Fs. Range of motion in right rotation, left rotation, extension and flexion (added together): \\\u003C 300°.\n\nExclusion Criteria:\n\n* Cervical radiculopathy\n* Neck surgery\n* Fracture of the neck\n* Neurological disease\n* Vestibular disease\n* Rheumatic disease\n* Concussion where the person lost consciousness\n* Uncorrected visual impairment\n* Epilepsy\n* Previous experience of severe symptoms (nausea\u002Fdizziness) when using VR headsets","ALL","18 Years","65 Years",{"count":57,"type":58},20,"ESTIMATED","INTERVENTIONAL",[61],"NA","The goal of this clinical trial is to learn if a virtual reality (VR) intervention for people with chronic neck pain is feasible. The main questions it aims to answer are:\n\nIs it possible to perform a future full-scale randomized controlled trial (RCT) with a remotely supervised VR-based intervention for people with chronic neck pain?\n\nHow do people with neck pain experience using VR in a home-based training intervention?\n\nResearchers will investigate if aspects of a full-scale RCT is feasible. This includes how well the recruitment of participants worked, retention during the intervention, compliance to training program, adverse events, and experience using the VR during training. The study will also investigate initial indication of benefit of the VR intervention, such as effects on pain and function.\n\nParticipants will be randomly assigned to either a VR neck training group or an endurance training group. Both groups will perform a training program for 8 weeks with weekly follow ups with their physiotherapist via online meetings.",[64],"Neck Pain",[66,67,68,69,70,71,72,73,74],"neck pain","virtual reality","VR","sensorimotor training","pilot RCT","endurance training","whiplash injuries","feasibility studies","randomized controlled trial","NOT_YET_RECRUITING","2025-02-12",{"date":78,"type":79},"2025-02-18","ACTUAL",{"date":81,"type":58},"2025-03",{"date":83,"type":58},"2025-07",{"name":5,"class":6}]