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Chronic Low Back PainVIGORNCT03463824

The VIGOR Study - Virtual Immersive Gaming to Optimize Recovery in Low Back Pain

A study testing Experimental Group 1 and Experimental Group 2 in people with Chronic Low Back Pain and Fear of Pain, run by Virginia Commonwealth University at 1 site in United States.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

This study will measure the effects of interactive, whole-body video games on movement behavior in people with chronic low back pain. Read more about this study

Who is it for?
Ages 18 to 60 years
What is being tested?
Experimental Group 1 and Experimental Group 2
Could I receive a placebo?
No, everyone receives an active treatment
How many people
154 participants
Where
1 siteUnited States
Study dates
10 Jan 2019to 14 Oct 2023
Phase
Interventional
Are there results?
Yes, posted in the registrySummary in the doctors' view

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 to 60 years
  • All sexes
  • No healthy volunteers
  • Adult

Who may be able to join

  • 18-60 years of age
  • Low back pain that has been ongoing for at least half the days in the last 6 months
  • Average pain intensity of greater than 3 over the past week on a 0-10 Numerical Rating Scale
  • Disability greater than 4 on Roland and Morris Disability Questionnaire
  • Agrees with statement "It is not really safe for a person with my back problem to be physically active" or Tampa Scale of Kinesiophobia score greater than 36
  • Has sought care or consultation from a health care provider for back pain
  • Meets category 1, 2, or 3 on the Classification System of the Quebec Task Force on Spinal Disorders which reflects low back pain without neurological signs
  • Working proficiency in English

Who cannot join

  • Has a personal history of the following neurological disorders: Alzheimers, Amyotrophic Lateral Sclerosis, Multiple Sclerosis, Parkinsons, Neuropathy, Stroke, Seizures
  • Has a personal history of the following cardiorespiratory disorders: Congestive heart failure, heart attack in past 2 years
  • Has a personal history of the following musculoskeletal disorders: Rheumatoid Arthritis, Muscular Dystrophy, pathologic fractures of the spine, avascular necrosis or osteonecrosis, severe osteoarthritis
  • History of spine surgery or a hip arthroplasty
  • Has active cancer
  • Has a chronic disease that may restrict movement or preclude safe participation
Show all 12Show fewer
  • Has used opioids within 30 days prior to study enrollment
  • Reports being pregnant, lactating, or that they anticipate becoming pregnant within 2-months
  • Reports pending litigation related to CLBP
  • Has current drug or alcohol use or dependence that, in the opinion of the PIs, would interfere with adherence to study requirements
  • Has significant visual impairment that would prevent virtual reality headset use
  • Has significant motion sickness that would prevent virtual reality headset use

Trial locations and contacts

1 site in 1 country.

United States1 site
  • Virginia Commonwealth University

    Richmond, Virginia, 23222

Other trials in United States

About this study

This study will measure the effects of interactive, whole-body video games on movement behavior in people with chronic low back pain.

Read the detailed description

A fundamental clinical problem in individuals with chronic low back pain is the significant alteration in movement patterns that restrict lumbar spine motion. This restriction of lumbar motion is particularly evident in patients with kinesiophobia; that is, a fear of movement due to possible injury or reinjury. For chronic back pain patients with kinesiophobia it is critical to develop an effective intervention to increase spine motion while minimizing concerns of pain and harm. Accordingly, we have developed a innovative video games that track whole-body motion and are designed to encourage spinal flexion while reducing concerns of pain and harm among individuals with low back pain. Our games have two distinct advantages. First, within this video game environment, visual feedback can be altered by changing the feedback gain of a given movement (e.g., the magnitude of a given joint movement could appear on screen as either larger or smaller than the actual movement). Thus, gain manipulation will result in progressively larger amounts of lumbar spine flexion during game play. Second, video games are potent distractors that can reduce attention to pain.

Being tested
Experimental Group 1, Experimental Group 2

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Experimental Group 1Behavioural

    Participants will complete 18 intervention visits over 9 weeks with the number of sessions tapered across weeks (i.e., 3 sessions/week in weeks 1-3, 2 sessions/week in weeks 4-6, and 1 session/week in weeks 7-9).

  • Experimental Group 2Behavioural

    Participants will complete 18 intervention visits over 9 weeks with the number of sessions tapered across weeks (i.e., 3 sessions/week in weeks 1-3, 2 sessions/week in weeks 4-6, and 1 session/week in weeks 7-9).

Study groups in NCT03463824
Study groupRoleWhat they receive
Control GroupActive comparatorParticipants will produce progressively larger lumbar flexion excursions at each game level and across treatment sessions. The control group will play the same immersive video games, but the parameters will be modified such that only small excursions of lumbar flexion are needed to successfully complete gameplay.
Receives: Behavioral: Experimental Group 1
Experimental Group 2ExperimentalParticipants will produce progressively larger lumbar flexion excursions at each game level and across treatment sessions.
Receives: Behavioral: Experimental Group 2

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Percent Change in Pain Reduction on The Numerical Pain Rating Scale (NPRS)

    The Numerical Pain Rating Scale (NPRS) is a pain assessment tool that uses a 11 point scale of 0-10 to help patients rate the intensity of their pain: 0: No pain and 10: The worst pain imaginable. The NPRS is the most commonly used unidimensional pain scale. It can be administered verbally or graphically, and patients are asked to select the number that best reflects their pain intensity over the past 24 hours. The smaller the number (closer to 0), the less pain the subject is enduring, and the larger the number, the more pain they are enduring. Percent change in NPRS rather than raw score change may provide more meaningful information regarding a patient's response to pain treatment.

    Measured: Baseline measure through the 48-weeks post-treatment measure

  2. Change in Disability Using the Roland Morris Disability Questionnaire

    Roland Morris Disability Questionnaire: A patient taking the survey agrees or disagrees with these statements (Yes/No). The patient is asked to tick a statement when it applies to him that specific day, this makes it possible to follow changes in time. The end score is the sum of the ticked boxes. The items of the questionnaire are assessed on a 0-10 numeric rating scale in which 0 means no disability and 10 is maximum disability. The sum of the seven items equals the total score of the PDI, which ranges from 0 to 70, with higher scores (closer to 70) reflecting higher interference of pain with daily activities and a lower score (closer to 0) has less interference of pain with daily activities.. Test-retest reliability 24-item: intraclass correlation (ICC) ranges from 0.42 - 0.91 T

    Measured: Baseline measurement through 48-weeks post-treatment measurement change

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted13 Mar 2018
  2. Study start10 Jan 2019
  3. Primary completion14 Oct 2023
  4. Study completion14 Oct 2023

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Treatment
Allocation
Randomised
Intervention model
Parallel groups
Model description
Participants will be randomly assigned to one of two intervention arms. Both intervention arms involve immersive video games that encourage participants to produce progressively larger lumbar flexion excursions at each game level and across treatment sessions. The two groups are distinguished by the amount of lumbar flexion needed to achieve game objectives. One is a control group and the other is the experimental.
Masking
Quadruple blind
Who is masked
Participant, Care provider, Investigator, Outcomes assessor
Enrolment
154 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT03463824
Sponsor's protocol ID
HM20014058
Other IDs
1R01HD088417-01A1, 17-F-11
Acronym
VIGOR
Status last verified
Feb 2025
First submitted
13 Feb 2018
Last updated
5 Feb 2025
Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Publications

  • France CR, Thomas JS. Virtual immersive gaming to optimize recovery (VIGOR) in low back pain: A phase II randomized controlled trial. Contemp Clin Trials. 2018 Jun;69:83-91. doi: 10.1016/j.cct.2018.05.001. Epub 2018 May 3.

    PubMed 29730393

Questions about this trial

What is this clinical trial studying?

A study testing Experimental Group 1 and Experimental Group 2 in people with Chronic Low Back Pain and Fear of Pain, run by Virginia Commonwealth University at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 8 inclusion and 12 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 5 Feb 2025. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

Yes. Results are posted in the registry (first posted 5 Feb 2025). A summary is in the For doctors view, and the full results are on ClinicalTrials.gov.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Percent Change in Pain Reduction on The Numerical Pain Rating Scale (NPRS) (time frame: Baseline measure through the 48-weeks post-treatment measure). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT03463824, which also lists 1 linked publication.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 5 Feb 2025.

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