Chronic Neck PainNCT07189052
Virtual Reality Program for Managing Chronic Neck Pain
A study testing Virtual Reality Rehabilitation and Conventional Rehabilitation in people with Chronic Neck Pain, run by Hacettepe University at 1 site in Turkey (Türkiye).
Trial summary
The goal of this clinical trial is to find out if a virtual reality-based rehabilitation program developed by our team can help people with chronic neck pain. The main questions it aims to answer are: Does the VR program reduce neck pain? Does it improve daily function and quality of life? Participants will: Take part… Read more about this study
- Who is it for?
- Ages 18 to 65 years
- Conditions the study is for
- Chronic Neck Pain
- What is being tested?
- Virtual Reality Rehabilitation and Conventional Rehabilitation
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 32 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 25 Oct 2025to 28 Oct 2027
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
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 65 years
- All sexes
- No healthy volunteers
- Adult, Older adult
Who may be able to join
- Age 18-65 years
- Diagnosis of chronic neck pain (≥ 6 months duration)
- Ability to participate in rehabilitation sessions
- Willingness to provide written informed consent
Who cannot join
- Previous adverse experience with virtual reality
- Photophobia (UPSIS-12 score > 12)
- Migraine (≥ 2 positive responses on ID-Migraine questionnaire)
- Presence of any neurological deficit
- History of spinal surgery
- Medical conditions interfering with participation, including orthopedic, inflammatory, cardiovascular, rheumatologic, or vestibular disorders
Show all 9Show fewer
- Pregnancy
- Epilepsy or other neurological conditions causing photosensitivity
- Congenital spinal cord malformations
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
Turkey (Türkiye)1 site
Hacettepe University Department of neurosurgery
Ankara, Ankara, 06000
Ahmet cool i. Işıkay, MD, PhD., +905359635297, isikay@hacettepe.edu.tr
About this study
Official title: Effects of a Virtual Reality-Based Rehabilitation Program on Pain and Function in Individuals With Chronic Neck Pain
The goal of this clinical trial is to find out if a virtual reality-based rehabilitation program developed by our team can help people with chronic neck pain.
The main questions it aims to answer are:
- Does the VR program reduce neck pain?
- Does it improve daily function and quality of life?
Participants will:
- Take part in a supervised virtual reality exercise program for 8 weeks, attending 3 sessions per week (24 sessions in total).
- Each session will last about 45 minutes.
- Complete tests and questionnaires about their pain, disability, and overall well-being before and after the program.
Read the detailed description
This trial evaluates a virtual reality (VR)-based rehabilitation program developed by our team for people with chronic neck pain, compared against conventional therapy (CT) delivered as standard physiotherapy. Both programs share the same exercise components (breathing, stretching, range-of-motion, and posture-strengthening); the VR arm provides a game-adapted version in an immersive "beach and ocean" setting via a head-mounted display. Participants in both arms attend 20-minute sessions, twice per week over the intervention period.  
VR-Based Rehabilitation (Intervention)
The VR treatment module is structured into four components that run continuously within a beach-themed scenario:
- Breathing component: Before gameplay, participants are taught diaphragmatic breathing. In VR, the avatar starts on a deck chair by the sea; on-screen prompts guide the participant to inhale while lifting the head toward the sky and exhale while lowering toward the sand (approx. 5 minutes). 
- Stretching component: The avatar rides a jet-ski along the shoreline and the participant collects coins arranged bilaterally, promoting controlled neck movements within the stretching block. 
- Range-of-motion component: Therapeutic tasks cue cervical flexion, extension, lateral flexion (right/left), and rotation (right/left) as part of the game flow, mirroring the clinical ROM targets. 
- Posture-strengthening component: Gamified tasks reinforce postural and scapular control consistent with the conventional program's strengthening principles. 
Overall, the VR arm delivers the same exercise content as CT, but as a game-adapted version in an immersive beach setting via VR glasses. 
Conventional Therapy (Comparator)
The CT arm performs the same exercise categories as standard, therapist-guided physiotherapy with predefined sets/repetitions:
- Diaphragmatic breathing: 10 repetitions. 
- Stretching: Trapezius (right and left) - 10 repetitions × 15 seconds each side. 
- Neck ROM exercises: Flexion \& extension; right/left lateral flexion; right/left rotation - 10 repetitions × 5 seconds per movement. 
- Posture-strengthening: Proprioceptive Neuromuscular Facilitation (PNF)-based scapular retraction - 3 sets × 10 repetitions (with facilitation at the start of each series). 
Dose \& schedule: Both arms follow 20-minute sessions, twice weekly; outcomes (e.g., pain, disability, kinesiophobia, quality of life) are recorded pre-/post-intervention (detailed in the Outcomes section).
- Conditions
- Chronic Neck Pain
- Being tested
- Virtual Reality Rehabilitation, Conventional Rehabilitation
- Keywords
- virtual reality, serious gaming, chronic, neck, pain, rehabilitation, conventional, technologic
- Medical subject headings
- Bronchiolitis Obliterans Syndrome, Pain
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Virtual Reality RehabilitationOther
A virtual reality-based rehabilitation program including breathing, stretching, cervical range-of-motion, and posture-strengthening tasks delivered in a gamified seaside environment using a head-mounted VR display. Sessions will last 20 minutes, performed twice per week for 8 weeks (16 sessions total) under supervision.
Conventional RehabilitationOther
Standard physiotherapy including diaphragmatic breathing, trapezius stretching, cervical range-of-motion, and posture-strengthening with proprioceptive neuromuscular facilitation. Sessions will last 20 minutes, performed twice per week for 8 weeks (16 sessions total) under supervision.
| Study group | Role | What they receive |
|---|---|---|
| Virtual Reality Treatment Group | Experimental | Participants in this group will receive a virtual reality-based rehabilitation program developed by the investigators for individuals with chronic neck pain. The program includes four structured components: (1) diaphragmatic breathing with guided head movements in a seaside setting; (2) stretching performed through avatar-controlled jet-ski tasks to collect targets; (3) cervical range-of-motion exercises covering flexion, extension, lateral flexion, and rotation; and (4) posture-strengthening tasks to promote scapular and postural control. All exercises correspond to conventional therapy content but are delivered as immersive, game-adapted tasks. The program will be delivered for 8 weeks, 2 sessions per week (16 sessions total), each lasting about 20 minutes. Receives: Other: Virtual Reality Rehabilitation |
| Conventional Therapy Group | Active comparator | Participants in this group will receive a therapist-guided physiotherapy program for chronic neck pain. The program includes: (1) diaphragmatic breathing, 10 repetitions; (2) trapezius stretching (right and left), 10 repetitions of 15 seconds each; (3) cervical range-of-motion exercises (flexion, extension, lateral flexion, rotation), 10 repetitions of 5 seconds each; and (4) posture-strengthening with proprioceptive neuromuscular facilitation for scapular retraction, 3 sets of 10 repetitions. The program will be delivered for 8 weeks, 2 sessions per week (16 sessions total), each lasting about 20 minutes. Receives: Other: Conventional Rehabilitation |
What is being measured
The primary outcome is the main question the study is designed to answer.
Pain Intensity
Pain severity will be measured using the Visual Analog Scale (VAS), a 10-cm line ranging from 0 (no pain) to 10 (worst imaginable pain), where participants indicate their average neck pain intensity over the past week. Higher scores represent greater pain (worse outcome).
Measured: Baseline and at the end of the study.
Neck Disability
Functional disability will be evaluated using the Neck Disability Index (NDI), a 10-item self-report questionnaire assessing daily activities affected by neck pain. Each item is scored from 0 to 5, yielding a total score range of 0 (no disability) to 50 (maximum disability). Higher scores indicate greater disability (worse outcome).
Measured: Baseline and at the end of the study.
Cervical Range of Motion
Cervical range of motion (flexion, extension, right/left lateral flexion, and right/left rotation) will be measured using the CROM device. Higher values indicate greater mobility.
Measured: Baseline and at the end of the study.
Proprioception
Proprioceptive accuracy will be assessed by measuring joint position sense error in degrees using the CROM device. Higher error values indicate poorer position sense.
Measured: Baseline and at the end of the study.
Secondary outcomes (4)
Life Quality
Quality of life status will be measured using the Short Form-36 Health Survey (SF-36). Scores range from 0 (worst possible health status) to 100 (best possible health status). Higher scores indicate better health-related quality of life.
Measured: Baseline and at the end of the study.
Kinesiophobia
Fear of movement will be assessed using the Tampa Scale of Kinesiophobia (TSK), a 17-item self-report questionnaire. Each item is scored from 1 to 4, yielding a total score range of 17 (no kinesiophobia) to 68 (maximum kinesiophobia). Higher scores indicate more severe kinesiophobia (worse outcome).
Measured: Baseline and at the end of the study.
Treatment Adherence
Attendance at scheduled sessions will be recorded to determine adherence to the VR or conventional therapy program. Higher percentages reflect better adherence.
Measured: At the end of the study.
Participant Satisfication
Perceived overall change will be evaluated using the Global Perceived Effect (GPE) Scale, a 7-point Likert-type scale assessing the participant's impression of improvement following the treatment program. Scores range from 1 (much worse) to 7 (much better), with 4 indicating no change. Higher scores indicate greater perceived improvement (better outcome).
Measured: At the end of the study.
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted23 Sep 2025
- Study start25 Oct 2025 (estimated)
- Primary completion25 Oct 2027 (estimated)
- Study completion28 Oct 2027 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for Chronic Neck PainStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
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 groups: (1) virtual reality-based rehabilitation or (2) conventional therapy. Both groups will complete the same categories of therapeutic exercises (breathing, stretching, cervical range-of-motion, and posture-strengthening), but the VR group performs a gamified version in an immersive virtual environment.
- Masking
- Double blind
- Who is masked
- Participant, Outcomes assessor
- Enrolment
- 32 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Hacettepe University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, HATİCE ÇETİN, Hacettepe University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07189052
- Sponsor's protocol ID
- VRTR34T
- Status last verified
- Sep 2025
- First submitted
- 16 Sep 2025
- Last updated
- 29 Sep 2025
- Results posted
- No
- Data monitoring committee
- Yes
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No: There are no plans to share individual participant data (IPD) because of privacy and confidentiality concerns.
Publications
Ruf M, Welk T, Muller M, Merk HR, Harms J. Ventral cancellous bone augmentation of the dens and temporary instrumentation C1/C2 as a function-preserving option in the treatment of dens pseudarthrosis. J Spinal Disord Tech. 2010 Jun;23(4):285-92. doi: 10.1097/BSD.0b013e3181aac6ff.
PubMed 20110831
Study at a glance
From the registry record, last updated by the sponsor on 29 Sep 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effects of a Virtual Reality-Based Rehabilitation Program on Pain and Function in Individuals With Chronic Neck Pain
- ClinicalTrials.gov ID
- NCT07189052
- Acronym / sponsor ID
- VRTR34T
- Conditions
- Chronic Neck Pain
- Keywords
- virtual reality, serious gaming, chronic, neck, pain, rehabilitation, conventional, technologic
- Study type
- Interventional
- Recruitment status
- Not yet recruiting
- Enrolment
- 32 participants (estimated)
- Lead sponsor
- Hacettepe UniversityUniversity, hospital or other
- Study start
- 25 Oct 2025 (estimated)
- Primary completion
- 25 Oct 2027 (estimated)
- Study completion
- 28 Oct 2027 (estimated)
- First posted
- 23 Sep 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
The goal of this clinical trial is to find out if a virtual reality-based rehabilitation program developed by our team can help people with chronic neck pain.
The main questions it aims to answer are:
- Does the VR program reduce neck pain?
- Does it improve daily function and quality of life?
Participants will:
- Take part in a supervised virtual reality exercise program for 8 weeks, attending 3 sessions per week (24 sessions in total).
- Each session will last about 45 minutes.
- Complete tests and questionnaires about their pain, disability, and overall well-being before and after the program.
Detailed description
This trial evaluates a virtual reality (VR)-based rehabilitation program developed by our team for people with chronic neck pain, compared against conventional therapy (CT) delivered as standard physiotherapy. Both programs share the same exercise components (breathing, stretching, range-of-motion, and posture-strengthening); the VR arm provides a game-adapted version in an immersive "beach and ocean" setting via a head-mounted display. Participants in both arms attend 20-minute sessions, twice per week over the intervention period.  
VR-Based Rehabilitation (Intervention)
The VR treatment module is structured into four components that run continuously within a beach-themed scenario:
- Breathing component: Before gameplay, participants are taught diaphragmatic breathing. In VR, the avatar starts on a deck chair by the sea; on-screen prompts guide the participant to inhale while lifting the head toward the sky and exhale while lowering toward the sand (approx. 5 minutes). 
- Stretching component: The avatar rides a jet-ski along the shoreline and the participant collects coins arranged bilaterally, promoting controlled neck movements within the stretching block. 
- Range-of-motion component: Therapeutic tasks cue cervical flexion, extension, lateral flexion (right/left), and rotation (right/left) as part of the game flow, mirroring the clinical ROM targets. 
- Posture-strengthening component: Gamified tasks reinforce postural and scapular control consistent with the conventional program's strengthening principles. 
Overall, the VR arm delivers the same exercise content as CT, but as a game-adapted version in an immersive beach setting via VR glasses. 
Conventional Therapy (Comparator)
The CT arm performs the same exercise categories as standard, therapist-guided physiotherapy with predefined sets/repetitions:
- Diaphragmatic breathing: 10 repetitions. 
- Stretching: Trapezius (right and left) - 10 repetitions × 15 seconds each side. 
- Neck ROM exercises: Flexion \& extension; right/left lateral flexion; right/left rotation - 10 repetitions × 5 seconds per movement. 
- Posture-strengthening: Proprioceptive Neuromuscular Facilitation (PNF)-based scapular retraction - 3 sets × 10 repetitions (with facilitation at the start of each series). 
Dose \& schedule: Both arms follow 20-minute sessions, twice weekly; outcomes (e.g., pain, disability, kinesiophobia, quality of life) are recorded pre-/post-intervention (detailed in the Outcomes section).
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Double blind (participant, outcomes assessor)
- Number of arms
- 2
- Model description
- Participants will be randomly assigned to one of two groups: (1) virtual reality-based rehabilitation or (2) conventional therapy. Both groups will complete the same categories of therapeutic exercises (breathing, stretching, cervical range-of-motion, and posture-strengthening), but the VR group performs a gamified version in an immersive virtual environment.
| Arm | Type | Receives |
|---|---|---|
| Virtual Reality Treatment Group | Experimental | Other: Virtual Reality RehabilitationParticipants in this group will receive a virtual reality-based rehabilitation program developed by the investigators for individuals with chronic neck pain. The program includes four structured components: (1) diaphragmatic breathing with guided head movements in a seaside setting; (2) stretching performed through avatar-controlled jet-ski tasks to collect targets; (3) cervical range-of-motion exercises covering flexion, extension, lateral flexion, and rotation; and (4) posture-strengthening tasks to promote scapular and postural control. All exercises correspond to conventional therapy content but are delivered as immersive, game-adapted tasks. The program will be delivered for 8 weeks, 2 sessions per week (16 sessions total), each lasting about 20 minutes. |
| Conventional Therapy Group | Active comparator | Other: Conventional RehabilitationParticipants in this group will receive a therapist-guided physiotherapy program for chronic neck pain. The program includes: (1) diaphragmatic breathing, 10 repetitions; (2) trapezius stretching (right and left), 10 repetitions of 15 seconds each; (3) cervical range-of-motion exercises (flexion, extension, lateral flexion, rotation), 10 repetitions of 5 seconds each; and (4) posture-strengthening with proprioceptive neuromuscular facilitation for scapular retraction, 3 sets of 10 repetitions. The program will be delivered for 8 weeks, 2 sessions per week (16 sessions total), each lasting about 20 minutes. |
Who may qualify
- Ages
- 18 to 65 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (4 listed)
- Age 18-65 years
- Diagnosis of chronic neck pain (≥ 6 months duration)
- Ability to participate in rehabilitation sessions
- Willingness to provide written informed consent
Key exclusion criteria (9 listed)
- Previous adverse experience with virtual reality
- Photophobia (UPSIS-12 score > 12)
- Migraine (≥ 2 positive responses on ID-Migraine questionnaire)
- Presence of any neurological deficit
- History of spinal surgery
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Virtual Reality RehabilitationA virtual reality-based rehabilitation program including breathing, stretching, cervical range-of-motion, and posture-strengthening tasks delivered in a gamified seaside environment using a head-mounted VR display. Sessions will last 20 minutes, performed twice per week for 8 weeks (16 sessions total) under supervision. | Other | Virtual Reality Treatment Group |
| Conventional RehabilitationStandard physiotherapy including diaphragmatic breathing, trapezius stretching, cervical range-of-motion, and posture-strengthening with proprioceptive neuromuscular facilitation. Sessions will last 20 minutes, performed twice per week for 8 weeks (16 sessions total) under supervision. | Other | Conventional Therapy Group |
Primary outcome
Pain Intensity
Time frame: Baseline and at the end of the study.
Pain severity will be measured using the Visual Analog Scale (VAS), a 10-cm line ranging from 0 (no pain) to 10 (worst imaginable pain), where participants indicate their average neck pain intensity over the past week. Higher scores represent greater pain (worse outcome).
Neck Disability
Time frame: Baseline and at the end of the study.
Functional disability will be evaluated using the Neck Disability Index (NDI), a 10-item self-report questionnaire assessing daily activities affected by neck pain. Each item is scored from 0 to 5, yielding a total score range of 0 (no disability) to 50 (maximum disability). Higher scores indicate greater disability (worse outcome).
Cervical Range of Motion
Time frame: Baseline and at the end of the study.
Cervical range of motion (flexion, extension, right/left lateral flexion, and right/left rotation) will be measured using the CROM device. Higher values indicate greater mobility.
Proprioception
Time frame: Baseline and at the end of the study.
Proprioceptive accuracy will be assessed by measuring joint position sense error in degrees using the CROM device. Higher error values indicate poorer position sense.
4 secondary outcomes
Life Quality
Time frame: Baseline and at the end of the study.
Kinesiophobia
Time frame: Baseline and at the end of the study.
Treatment Adherence
Time frame: At the end of the study.
Participant Satisfication
Time frame: At the end of the study.
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 29 Sep 2025.
- Background: PubMed 20110831Ruf M, Welk T, Muller M, Merk HR, Harms J. Ventral cancellous bone augmentation of the dens and temporary instrumentation C1/C2 as a function-preserving option in the treatment of dens pseudarthrosis. J Spinal Disord Tech. 2010 Jun;23(4):285-92. doi: 10.1097/BSD.0b013e3181aac6ff.
- Individual participant dataSharing planned: No. There are no plans to share individual participant data (IPD) because of privacy and confidentiality concerns.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Virtual Reality Rehabilitation and Conventional Rehabilitation in people with Chronic Neck Pain, run by Hacettepe University at 1 site in Turkey (Türkiye).
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 4 inclusion and 9 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: opening soon, as of the sponsor's last update on 29 Sep 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 Turkey (Türkiye). 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?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
Contact Hatice Cetin, PhD (+905079153272, haticebitirim@hacettepe.edu.tr), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Pain Intensity (time frame: Baseline and at the end of the study.). The study lists 4 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 NCT07189052, 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 29 Sep 2025.