Scoliosis PatientsVR-SPINENCT07737886
Feasibility, Acceptability, and Preliminary Effects of Virtual Reality for Pain, Anxiety and Recovery Enhancement of Children Post-scoliosis Surgical Repair
A study testing Virtual Reality and Standard medical treatment in people with Scoliosis Patients, run by St. Justine's Hospital at 1 site in Canada.
Trial summary
Adolescent idiopathic scoliosis is the most common spinal deformity in adolescents and frequently requires surgical intervention when curvature becomes severe. Although surgical correction improves long-term outcomes, the immediate postoperative period is often characterized by significant pain and anxiety… Read more about this study
- Who is it for?
- Ages 10 to 17 years
- Conditions the study is for
- Scoliosis Patients
- What is being tested?
- Virtual Reality and Standard medical treatment
- Type of treatment
- Pill or oral medicine, Medical device
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 24 participants
- Where
- 1 siteCanada
- Study dates
- Jul 2026to 30 Jun 2028
- 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 10 to 17 years
- All sexes
- No healthy volunteers
- Child
Who may be able to join
- Adolescents aged 10 to 17 years hospitalized for corrective scoliosis surgery
- Stable medical condition
- Able to communicate in both French and English.
- -Closely implicated in the care of participants.
Who cannot join
- Documented photosensitive epilepsy
- Severe cognitive deficits, preventing assent
- Prone to motion sickness.
- The investigators will also recruit a sample of (HCP):
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
Canada1 site
St. Justine's Hospital
Montreal, Quebec, H1T 3C5
Sylvie Le May, PhD, 514-345-4931 ext. 4938, sylvie.lemay@umontreal.ca
About this study
Official title: Feasibility, Acceptability, and Preliminary Effects of Virtual Reality for Pain, Anxiety and Recovery Enhancement of Children Post-Scoliosis Surgical Repair: A Pilot Randomized Controlled Parallel Trial (VR-SPINE)
Adolescent idiopathic scoliosis is the most common spinal deformity in adolescents and frequently requires surgical intervention when curvature becomes severe. Although surgical correction improves long-term outcomes, the immediate postoperative period is often characterized by significant pain and anxiety, particularly during early mobilization, which can delay participation in physiotherapy and recovery. Virtual reality (VR) has emerged as a promising non-pharmacological intervention for reducing pain and anxiety in pediatric medical settings through immersive distraction and guided engagement.
The VR-SPINE study is a mixed-methods pilot randomized controlled trial designed to evaluate the feasibility, acceptability, and preliminary clinical effects of a VR-based intervention during early postoperative mobilization in adolescents undergoing scoliosis surgery. 24 participants aged 10-17 years undergoing corrective scoliosis surgery will be recruited at CHU Sainte-Justine and randomized to either VR plus standard postoperative care or standard care alone. The VR intervention consists of a collaborative therapeutic game played during the first postoperative mobilization to an armchair, designed to promote relaxation, distraction, and engagement with physiotherapy.
Primary outcomes include the feasibility of recruitment and implementation, as well as acceptability and satisfaction among participants and healthcare professionals. Secondary outcomes include postoperative pain, anxiety, tolerance to mobilization, analgesic use, and adverse effects. Qualitative interviews with a subset of participants and healthcare professionals will further explore perceived barriers, facilitators, and the clinical experience of using VR during early recovery.
Read the detailed description
BACKGROUND Adolescent idiopathic scoliosis is a three-dimensional spinal deformity of unknown cause. It is often called 'adolescent' because it is most commonly diagnosed during adolescence. However, scoliosis can be viewed as a condition that exists from birth through adulthood and can be identified at any age. Idiopathic scoliosis is the most common spinal deformity seen in adolescents over 10 years old, accounting for about 80% of cases. This deformity is characterized by a Cobb angle greater than 10 degrees when measured on an anterior-posterior radiograph. Its prevalence among patients aged 10 to 18 years ranges from 2% to 4%.
Scoliosis management entails observation for small curvature (10 - 25 degrees), bracing for moderate curvature and surgical stabilization for curvature greater than 45 degrees. Although the incidence of surgical management is small, it is associated with substantial acute postoperative pain and notable psychological distress, including anxiety and depressive symptoms, for a significant subset of patients. Prospective trajectory studies show that many adolescents report moderate to severe pain in the immediate postoperative period that gradually declines over weeks, yet a non-trivial minority experience persistent postsurgical pain and pain-related interference. Anxiety and depression are more prevalent in AIS than in the general adolescent population and are linked with longer hospital length of stay after posterior spinal fusion. Qualitative work also indicates that concerns about body image, treatment efficacy, and loss of control around the time of surgery contribute to heightened anxiety in adolescents with AIS.
Preoperative pain and anxiety are strong predictors of both acute and longer-term postoperative pain in AIS, forming a continuum from pre- to postsurgical experiences. Higher baseline pain, anxiety, and pain catastrophizing are associated with more intense early postoperative pain, greater risk of persistent postsurgical pain at 6-12 months, and poorer health-related quality of life. Sex differences appear relevant: girls constitute the majority of AIS cases and tend to exhibit higher emotional distress and more tightly interconnected anxiety-depression symptom networks than boys. After posterior spinal fusion, female adolescents report higher average pain scores in the first 48 hours and at initial physical therapy compared with males, despite similar surgical characteristics and analgesic regimens, suggesting that female patients may require more proactive perioperative pain and psychological support.
Early postoperative mobilization, embedded within multimodal "rapid recovery" pathways, plays an important role in modulating pain, anxiety, and overall recovery after AIS surgery. Protocols that promote sitting, standing, and assisted ambulation within the first 24 hours, combined with scheduled non-opioid and rescue opioid analgesia, have been associated with reduced daily pain scores, fewer opioid-related side effects, earlier functional recovery, and shorter length of stay, without worsening pain or increasing readmissions. Given that opioids are commonly associated with adverse effects such as nausea, constipation, pruritus, drowsiness, and, less frequently, respiratory depression, multimodal and opioid-sparing regimens in AIS aim to reduce both pain intensity and opioid-related morbidity to facilitate earlier mobilization and recovery. By helping adolescents safely resume movement, early mobilization can lessen fear of movement and perceived fragility and may indirectly reduce anxiety and depressive symptoms that otherwise prolong hospitalization. Clinical pathways now explicitly list early mobilization as a key objective to standardize care, minimize opioid exposure, and support both physical and psychological recovery after AIS fusion.
Considering the familiarity that adolescents have with immersive gaming, VR-based interventions may help adolescents with AIS better tolerate early postoperative mobilisation by concurrently targeting pain and anxiety. Guided-relaxation and distraction-based VR sessions have shown transient reductions in postoperative pain intensity, pain unpleasantness, and anxiety in children and adolescents, with the greatest benefit in those with higher anxiety sensitivity. Systematic reviews and meta-analyses in pediatric populations indicate that VR distraction during medical procedures produces moderate-to-large reductions in pain and anxiety, supporting its use as a non-pharmacological tool alongside multimodal analgesia. Emerging perioperative trials suggest that integrating VR into early mobilization or physiotherapy can facilitate engagement, preserve or improve respiratory and functional parameters, and address fear of movement (kinesiophobia), which are all relevant to optimizing early post-fusion recovery in AIS.
Despite advances in perioperative care, adolescents undergoing spinal fusion for scoliosis continue to experience clinically significant pain and anxiety, particularly during early mobilization, which can hinder participation in physiotherapy and delay functional recovery. Immersive virtual reality has shown small-to-moderate, short-term benefits for postoperative pain and anxiety in mixed pediatric surgical populations, and emerging evidence suggests it is feasible, acceptable, and safe as an adjunct during early mobilization. However, only one published pilot study and a few ongoing or protocol-stage trials have specifically examined VR in adolescents after scoliosis fusion, with limited data focused on pain and anxiety associated with physiotherapy sessions. This major evidence gap, combined with the high symptom burden and the potential of VR to enhance engagement with early rehabilitation, justifies a pilot randomized controlled trial to assess feasibility, safety, and preliminary efficacy of VR-assisted early mobilization for postsurgical pain and anxiety management in this population.
Therefore, this pilot randomized controlled trial aims to better understand the feasibility, acceptability, and satisfaction with a VR intervention in reducing pain and anxiety and improving tolerance to early post-surgical mobilization in adolescent idiopathic scoliosis patients.
OBJECTIVES
The main objectives are:
- To evaluate the feasibility, acceptability, and satisfaction with the VR intervention among children and healthcare professionals (HCPs) (physicians, nurses, and physical therapists).
- To assess the preliminary effects of the VR game on children's postoperative pain, anxiety, and tolerance to early mobilization.
- To examine the feasibility of the research design (procedures, recruitment, data collection, workflow integration) within the hospital context.
- To explore the influence of socio-demographic factors (sex, gender, socio-economic status) on feasibility, acceptability, satisfaction, and early clinical responses (pain, anxiety, and mobilization tolerance).
METHODS Mixed-methods Pilot Randomized Controlled Trial This project is a pilot initiative because it introduces an innovative element in the treatment of postoperative pain, anxiety, and tolerance to mobilization in adolescents post-corrective scoliosis. First, to the best of our knowledge, VR games have not been used in previous studies to manage pain, anxiety, and facilitate early mobilization in such children. Second, children undergoing SS appear to have had little to no exposure to such technologies in a hospital setting, despite experiencing a very painful recovery, making this an ideal population to assess the feasibility, acceptability, and preliminary effects of this intervention. These factors provide a unique opportunity to test this novel therapy.
The quantitative component consists of a two-arm parallel-group RCT in which participants are randomized (1:1) to either a) the VR intervention plus standard care or b) standard care alone. The qualitative component uses a descriptive qualitative design to explore acceptability, satisfaction, and feasibility from both children and healthcare professionals (HCP).
The RCT is designed to evaluate feasibility, acceptability, recruitment capacity, data-collection procedures, intervention delivery, and preliminary clinical trends. Findings will inform the refinement of the intervention and determine the appropriateness and parameters (sample size, outcomes, procedures) for a fully powered RCT. Randomization will be performed using simple allocation sequences generated by a biostatistician not involved in data collection. Outcome assessors will be blinded to group allocation whenever possible.
RECRUITMENT Convenience sampling will be used to recruit participants on the surgical unit at CHU Sainte-Justine and health care professionals involved in postsurgical care (physicians, nurses, and physical therapists).
Sample size justification A total of 24 children will be recruited, which represents about 50% of the annual surgical cases at CHUSJ. This provides sufficient precision to estimate feasibility outcomes (e.g., an acceptability rate of 90% with 5% alpha). Although not powered for effectiveness, assuming a standard deviation of 2.0 points on a 0-10 Verbal Numerical Rating Scale (VNRS), this sample is expected to provide 80% power to detect a reduction in pain of 2.0 points if differences in pain score emerge.
Procedures All adolescents scheduled for scoliosis surgery will be approached during their presurgical visit and asked to participate. The presurgical visit entails a virtual reality tour of the surgical theatre and a meeting with the IPS to answer patients' questions.
Participants in both groups will receive standard postoperative care (multimodal analgesia, parental presence (if desired), routine reassurance practices). The VR group will receive standard usual care \& VR game during the first mobilization to an armchair. The control group will receive only standard care.
OUTCOME MEASURES Study feasibility will be assessed using recruitment and study logs documenting participant enrollment, retention, protocol adherence, and intervention completion. Acceptability and satisfaction will be evaluated using the Treatment Acceptability and Preference (TAP) Scale and 0-10 Verbal Numerical Rating Scales completed by children and healthcare professionals. Pain, anxiety, time spent in the armchair, analgesic administration, and side effects will be collected using standardized rating scales, study forms, and medical chart review. Semi-structured interviews will also be conducted with a subsample of participants and healthcare professionals; interview data will be analyzed using NVivo, and findings will be integrated with quantitative results through data triangulation to provide a comprehensive assessment of the intervention.
Interventions:
- Standard Care Standard post-surgical care includes multimodal analgesia, parental presence (if desired), and routine reassurance practices.
- Virtual reality intervention Virtual reality (VR) is defined as an artificial environment which is experienced through sensory stimuli. It is a modern tool that can immerse patients in a "game" or "world." Commonly used in the medical field to help distract patients during unpleasant procedures such as vaccination and cast removal, it has proven to be effective at decreasing anxiety and providing a more positive experience for patients. Developed by Paperplane Therapeutics, the VR game used in the VR-SPINE study is tailored for the pediatric population and has been reviewed by healthcare professionals with expertise in pediatric care. The simplified, no-failure game design allows children and adolescents to enjoy the experience regardless of their previous video game experience. The game is delivered through the Pico Neo 4 VR headset and takes place in a relaxing virtual environment designed to promote distraction, engagement, and comfort during mobilization.
Participants interact with the game by using eye-tracking technology integrated into the headset to direct laser beams toward virtual targets. This feature minimizes the need for head movements, making the intervention more comfortable for patients recovering from surgery while also helping to reduce the risk of cybersickness.
- Conditions
- Scoliosis Patients
- Being tested
- Virtual Reality, Standard medical treatment
- Keywords
- virtual reality, scoliosis, children, pain, anxiety, mobilization
- Medical subject headings
- Scoliosis, Pain, Anxiety Disorders
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Virtual RealityDevice
Children play using a VR headset, while a physiotherapist interacts via a connected tablet, creating a cooperative experience. The 15-30-minute session takes place in a relaxing, magical jungle environment where players explore the island together to uncover treasures, collect items, and interact with non-threatening creatures. The game emphasizes collaboration and communication to achieve shared objectives and a positive experience. The design prioritizes accessibility, relaxation, and distraction to reduce pain and anxiety during early mobilization.
Standard medical treatmentOther
Standard post-surgical care includes multimodal analgesia, parental presence (if desired), and routine reassurance practices.
| Study group | Role | What they receive |
|---|---|---|
| Virtual reality Distraction | Experimental | Use of virtual reality after first mobilisation during 15 minutes. Receives: Device: Virtual Reality |
| Standard Treatment | Active comparator | Standard care as per the unit's protocol will serve as the control after the first or the second mobilization after surgery. Receives: Other: Standard medical treatment |
What is being measured
The primary outcome is the main question the study is designed to answer.
Recruitment Rate
Recruitment feasibility using a participant recruitment log. All eligible children will be approached for the study. The target is that at least 50% of participants agree to participate.
Measured: Through study completion, around one week.
Completion Rate
Protocol feasibility assessed using case report form (CRF) documentation. The procedure will be considered feasible if 90% of participants successfully complete the study procedures and assessments.
Measured: Through study completion, around one week
Acceptability of IVR among patients and HCP
This will be assessed using the Treatment Acceptability \& Preference (TAP), a 5- point Likert scale (0="not at all" and 4= "very much"), by both HCP and children and through interview feedback (qualitative).
Measured: Post-intervention (immediately after returning to bed following mobilization)
Satisfaction regarding VR intervention
Children's and HCPs' satisfaction levels will be assessed using a 0-10 Verbal Numerical Rating Scale (VNRS), with 0 = low and 10 = high.
Measured: This will be measured post-intervention (immediately after returning to bed following mobilization), and 14 days post-operative.
Secondary outcomes (5)
Child Pain
Pain measured using the 0-10 Verbal Numerical Rating Scale (VNRS), where 0="no pain" and 10="worst pain".
Measured: This will be assessed at baseline (T0), after mobilization, before starting VR game (T1), before repositioning to bed (T2), & post-intervention (immediately after returning to bed following mobilization, T3), on day 1.
Children's anxiety
Measured using an adapted 0-10 Verbal Numerical Rating Scale (VNRS), with 0 = low and 10 = high.
Measured: This will be assessed at baseline (T0), after mobilization, before starting VR game (T1), before repositioning to bed (T2), and post-intervention (immediately after returning to bed following mobilization, T3), on day 1.
Time tolerated in the armchair (minutes)
The duration of time that the child tolerates mobilization in the armchair will be measured.
Measured: This will be assessed before repositioning to bed (T2), on day 1.
Administration of narcotic analgesics
Administration of narcotic analgesics before and after the chair mobilizations and in the following subsequent 2 hours.
Measured: This will be assessed at baseline (T0), after mobilization, before starting VR game (T1), before repositioning to bed (T2), post-intervention (immediately after returning to bed following mobilization, T3) and in the subsequent 2 hours, on day 1.
Side effects
Side effects in both groups at all time points.
Measured: This will be assessed at baseline (T0), after mobilization, before starting VR game (T1), before repositioning to bed (T2), & post-intervention (immediately after returning to bed following mobilization, T3), on day 1.
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted30 Jul 2026
- Study startJul 2026 (estimated)
- Primary completion31 May 2027 (estimated)
- Study completion30 Jun 2028 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (42)Papers the sponsor has linked to this study.
- Other trials for Scoliosis PatientsStudies 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
- Crossover
- Model description
- A pilot randomized open label within-subject design will be first conducted. A within-subject design is similar to a cross-over design but without a washout period. This design will allow patients to serve as their own control since it is the sequence of the exposure to the intervention that is randomized not the patients/parents themselves.
- Masking
- None (open label)
- Enrolment
- 24 participants (estimated)
Sponsor and investigators
- Lead sponsor
- St. Justine's Hospital
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Sylvie Le May, St. Justine's Hospital
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07737886
- Sponsor's protocol ID
- VR-SPINE-PILOT
- Acronym
- VR-SPINE
- Status last verified
- Mar 2026
- First submitted
- 5 Mar 2026
- Last updated
- 30 Jul 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Publications
Miller MT, Stephen, Miller's Review of Orthopaedics, 8th ed: Elsevier 2019.
SRS. Adloescent Idiopathic Scoliosis 2022 USA: Scoliosis Research Society; [Available from: SRS.org.
de Seze M, Cugy E. Pathogenesis of idiopathic scoliosis: a review. Ann Phys Rehabil Med. 2012 Mar;55(2):128-38. doi: 10.1016/j.rehab.2012.01.003. Epub 2012 Jan 27. English, French.
PubMed 22321868Kikanloo SR, Tarpada SP, Cho W. Etiology of Adolescent Idiopathic Scoliosis: A Literature Review. Asian Spine J. 2019 Jun;13(3):519-526. doi: 10.31616/asj.2018.0096. Epub 2019 Feb 13.
PubMed 30744305Konieczny MR, Senyurt H, Krauspe R. Epidemiology of adolescent idiopathic scoliosis. J Child Orthop. 2013 Feb;7(1):3-9. doi: 10.1007/s11832-012-0457-4. Epub 2012 Dec 11.
PubMed 24432052Weinstein SL. The Natural History of Adolescent Idiopathic Scoliosis. J Pediatr Orthop. 2019 Jul;39(Issue 6, Supplement 1 Suppl 1):S44-S46. doi: 10.1097/BPO.0000000000001350.
PubMed 31169647Bao H, Shu S, Yan P, Liu S, Liu Z, Zhu Z, Qian B, Qiu Y. Fifteen Years and 2530 Patients: The Evolution of Instrumentation, Surgical Strategies, and Outcomes in Adolescent Idiopathic Scoliosis in a Single Institution. World Neurosurg. 2018 Dec;120:e24-e32. doi: 10.1016/j.wneu.2018.07.054. Epub 2018 Jul 17.
PubMed 30026141Horne JP, Flannery R, Usman S. Adolescent idiopathic scoliosis: diagnosis and management. Am Fam Physician. 2014 Feb 1;89(3):193-8.
PubMed 24506121Bailey KM, Howard JJ, El-Hawary R, Chorney J. Pain Trajectories Following Adolescent Idiopathic Scoliosis Correction: Analysis of Predictors and Functional Outcomes. JB JS Open Access. 2021 Apr 30;6(2):e20.00122. doi: 10.2106/JBJS.OA.20.00122. eCollection 2021 Apr-Jun.
PubMed 34056507Chidambaran V, Ding L, Moore DL, Spruance K, Cudilo EM, Pilipenko V, Hossain M, Sturm P, Kashikar-Zuck S, Martin LJ, Sadhasivam S. Predicting the pain continuum after adolescent idiopathic scoliosis surgery: A prospective cohort study. Eur J Pain. 2017 Aug;21(7):1252-1265. doi: 10.1002/ejp.1025. Epub 2017 Mar 27.
PubMed 28346762Anastasio AT, Farley KX, Rhee JM. Depression and anxiety as emerging contributors to increased hospital length of stay after posterior spinal fusion in patients with adolescent idiopathic scoliosis. N Am Spine Soc J. 2020 Jun 14;2:100012. doi: 10.1016/j.xnsj.2020.100012. eCollection 2020 Aug.
PubMed 35141583Rullander AC, Isberg S, Karling M, Jonsson H, Lindh V. Adolescents' experience with scoliosis surgery: a qualitative study. Pain Manag Nurs. 2013 Mar;14(1):50-9. doi: 10.1016/j.pmn.2010.07.005. Epub 2010 Sep 9.
PubMed 23452527Dong SW, Yang L, Lin YF, Yang LW, Li D, Zhu LW, Zhang CY, Li YZ, Wang WX, Lu CY, Yan B. Sex and age differences in depression and anxiety networks among adolescents with idiopathic scoliosis: A network analysis. World J Psychiatry. 2025 Mar 19;15(3):102790. doi: 10.5498/wjp.v15.i3.102790. eCollection 2025 Mar 19.
PubMed 40110004Perry M, Sieberg CB, Young EE, Baumbauer K, Singh V, Wong C, Starkweather A. The Potential Role of Preoperative Pain, Catastrophizing, and Differential Gene Expression on Pain Outcomes after Pediatric Spinal Fusion. Pain Manag Nurs. 2021 Feb;22(1):44-49. doi: 10.1016/j.pmn.2020.05.007. Epub 2020 Aug 6.
PubMed 32771349Collis RW, Dry T, Chan G, Lim P, Oswald T. Sex related difference in postoperative pain and opioid use following posterior spinal fusion for adolescent idiopathic scoliosis. Spine Deform. 2024 May;12(3):711-715. doi: 10.1007/s43390-024-00826-x. Epub 2024 Feb 8.
PubMed 38329603
Study at a glance
From the registry record, last updated by the sponsor on 30 Jul 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Feasibility, Acceptability, and Preliminary Effects of Virtual Reality for Pain, Anxiety and Recovery Enhancement of Children Post-Scoliosis Surgical Repair: A Pilot Randomized Controlled Parallel Trial (VR-SPINE)
- ClinicalTrials.gov ID
- NCT07737886
- Acronym / sponsor ID
- VR-SPINE / VR-SPINE-PILOT
- Conditions
- Scoliosis Patients
- Keywords
- virtual reality, scoliosis, children, pain, anxiety, mobilization
- Study type
- Interventional
- Recruitment status
- Not yet recruiting
- Enrolment
- 24 participants (estimated)
- Lead sponsor
- St. Justine's HospitalUniversity, hospital or other
- Study start
- Jul 2026 (estimated)
- Primary completion
- 31 May 2027 (estimated)
- Study completion
- 30 Jun 2028 (estimated)
- First posted
- 30 Jul 2026 (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.
Adolescent idiopathic scoliosis is the most common spinal deformity in adolescents and frequently requires surgical intervention when curvature becomes severe. Although surgical correction improves long-term outcomes, the immediate postoperative period is often characterized by significant pain and anxiety, particularly during early mobilization, which can delay participation in physiotherapy and recovery. Virtual reality (VR) has emerged as a promising non-pharmacological intervention for reducing pain and anxiety in pediatric medical settings through immersive distraction and guided engagement.
The VR-SPINE study is a mixed-methods pilot randomized controlled trial designed to evaluate the feasibility, acceptability, and preliminary clinical effects of a VR-based intervention during early postoperative mobilization in adolescents undergoing scoliosis surgery. 24 participants aged 10-17 years undergoing corrective scoliosis surgery will be recruited at CHU Sainte-Justine and randomized to either VR plus standard postoperative care or standard care alone. The VR intervention consists of a collaborative therapeutic game played during the first postoperative mobilization to an armchair, designed to promote relaxation, distraction, and engagement with physiotherapy.
Primary outcomes include the feasibility of recruitment and implementation, as well as acceptability and satisfaction among participants and healthcare professionals. Secondary outcomes include postoperative pain, anxiety, tolerance to mobilization, analgesic use, and adverse effects. Qualitative interviews with a subset of participants and healthcare professionals will further explore perceived barriers, facilitators, and the clinical experience of using VR during early recovery.
Detailed description
BACKGROUND Adolescent idiopathic scoliosis is a three-dimensional spinal deformity of unknown cause. It is often called 'adolescent' because it is most commonly diagnosed during adolescence. However, scoliosis can be viewed as a condition that exists from birth through adulthood and can be identified at any age. Idiopathic scoliosis is the most common spinal deformity seen in adolescents over 10 years old, accounting for about 80% of cases. This deformity is characterized by a Cobb angle greater than 10 degrees when measured on an anterior-posterior radiograph. Its prevalence among patients aged 10 to 18 years ranges from 2% to 4%.
Scoliosis management entails observation for small curvature (10 - 25 degrees), bracing for moderate curvature and surgical stabilization for curvature greater than 45 degrees. Although the incidence of surgical management is small, it is associated with substantial acute postoperative pain and notable psychological distress, including anxiety and depressive symptoms, for a significant subset of patients. Prospective trajectory studies show that many adolescents report moderate to severe pain in the immediate postoperative period that gradually declines over weeks, yet a non-trivial minority experience persistent postsurgical pain and pain-related interference. Anxiety and depression are more prevalent in AIS than in the general adolescent population and are linked with longer hospital length of stay after posterior spinal fusion. Qualitative work also indicates that concerns about body image, treatment efficacy, and loss of control around the time of surgery contribute to heightened anxiety in adolescents with AIS.
Preoperative pain and anxiety are strong predictors of both acute and longer-term postoperative pain in AIS, forming a continuum from pre- to postsurgical experiences. Higher baseline pain, anxiety, and pain catastrophizing are associated with more intense early postoperative pain, greater risk of persistent postsurgical pain at 6-12 months, and poorer health-related quality of life. Sex differences appear relevant: girls constitute the majority of AIS cases and tend to exhibit higher emotional distress and more tightly interconnected anxiety-depression symptom networks than boys. After posterior spinal fusion, female adolescents report higher average pain scores in the first 48 hours and at initial physical therapy compared with males, despite similar surgical characteristics and analgesic regimens, suggesting that female patients may require more proactive perioperative pain and psychological support.
Early postoperative mobilization, embedded within multimodal "rapid recovery" pathways, plays an important role in modulating pain, anxiety, and overall recovery after AIS surgery. Protocols that promote sitting, standing, and assisted ambulation within the first 24 hours, combined with scheduled non-opioid and rescue opioid analgesia, have been associated with reduced daily pain scores, fewer opioid-related side effects, earlier functional recovery, and shorter length of stay, without worsening pain or increasing readmissions. Given that opioids are commonly associated with adverse effects such as nausea, constipation, pruritus, drowsiness, and, less frequently, respiratory depression, multimodal and opioid-sparing regimens in AIS aim to reduce both pain intensity and opioid-related morbidity to facilitate earlier mobilization and recovery. By helping adolescents safely resume movement, early mobilization can lessen fear of movement and perceived fragility and may indirectly reduce anxiety and depressive symptoms that otherwise prolong hospitalization. Clinical pathways now explicitly list early mobilization as a key objective to standardize care, minimize opioid exposure, and support both physical and psychological recovery after AIS fusion.
Considering the familiarity that adolescents have with immersive gaming, VR-based interventions may help adolescents with AIS better tolerate early postoperative mobilisation by concurrently targeting pain and anxiety. Guided-relaxation and distraction-based VR sessions have shown transient reductions in postoperative pain intensity, pain unpleasantness, and anxiety in children and adolescents, with the greatest benefit in those with higher anxiety sensitivity. Systematic reviews and meta-analyses in pediatric populations indicate that VR distraction during medical procedures produces moderate-to-large reductions in pain and anxiety, supporting its use as a non-pharmacological tool alongside multimodal analgesia. Emerging perioperative trials suggest that integrating VR into early mobilization or physiotherapy can facilitate engagement, preserve or improve respiratory and functional parameters, and address fear of movement (kinesiophobia), which are all relevant to optimizing early post-fusion recovery in AIS.
Despite advances in perioperative care, adolescents undergoing spinal fusion for scoliosis continue to experience clinically significant pain and anxiety, particularly during early mobilization, which can hinder participation in physiotherapy and delay functional recovery. Immersive virtual reality has shown small-to-moderate, short-term benefits for postoperative pain and anxiety in mixed pediatric surgical populations, and emerging evidence suggests it is feasible, acceptable, and safe as an adjunct during early mobilization. However, only one published pilot study and a few ongoing or protocol-stage trials have specifically examined VR in adolescents after scoliosis fusion, with limited data focused on pain and anxiety associated with physiotherapy sessions. This major evidence gap, combined with the high symptom burden and the potential of VR to enhance engagement with early rehabilitation, justifies a pilot randomized controlled trial to assess feasibility, safety, and preliminary efficacy of VR-assisted early mobilization for postsurgical pain and anxiety management in this population.
Therefore, this pilot randomized controlled trial aims to better understand the feasibility, acceptability, and satisfaction with a VR intervention in reducing pain and anxiety and improving tolerance to early post-surgical mobilization in adolescent idiopathic scoliosis patients.
OBJECTIVES
The main objectives are:
- To evaluate the feasibility, acceptability, and satisfaction with the VR intervention among children and healthcare professionals (HCPs) (physicians, nurses, and physical therapists).
- To assess the preliminary effects of the VR game on children's postoperative pain, anxiety, and tolerance to early mobilization.
- To examine the feasibility of the research design (procedures, recruitment, data collection, workflow integration) within the hospital context.
- To explore the influence of socio-demographic factors (sex, gender, socio-economic status) on feasibility, acceptability, satisfaction, and early clinical responses (pain, anxiety, and mobilization tolerance).
METHODS Mixed-methods Pilot Randomized Controlled Trial This project is a pilot initiative because it introduces an innovative element in the treatment of postoperative pain, anxiety, and tolerance to mobilization in adolescents post-corrective scoliosis. First, to the best of our knowledge, VR games have not been used in previous studies to manage pain, anxiety, and facilitate early mobilization in such children. Second, children undergoing SS appear to have had little to no exposure to such technologies in a hospital setting, despite experiencing a very painful recovery, making this an ideal population to assess the feasibility, acceptability, and preliminary effects of this intervention. These factors provide a unique opportunity to test this novel therapy.
The quantitative component consists of a two-arm parallel-group RCT in which participants are randomized (1:1) to either a) the VR intervention plus standard care or b) standard care alone. The qualitative component uses a descriptive qualitative design to explore acceptability, satisfaction, and feasibility from both children and healthcare professionals (HCP).
The RCT is designed to evaluate feasibility, acceptability, recruitment capacity, data-collection procedures, intervention delivery, and preliminary clinical trends. Findings will inform the refinement of the intervention and determine the appropriateness and parameters (sample size, outcomes, procedures) for a fully powered RCT. Randomization will be performed using simple allocation sequences generated by a biostatistician not involved in data collection. Outcome assessors will be blinded to group allocation whenever possible.
RECRUITMENT Convenience sampling will be used to recruit participants on the surgical unit at CHU Sainte-Justine and health care professionals involved in postsurgical care (physicians, nurses, and physical therapists).
Sample size justification A total of 24 children will be recruited, which represents about 50% of the annual surgical cases at CHUSJ. This provides sufficient precision to estimate feasibility outcomes (e.g., an acceptability rate of 90% with 5% alpha). Although not powered for effectiveness, assuming a standard deviation of 2.0 points on a 0-10 Verbal Numerical Rating Scale (VNRS), this sample is expected to provide 80% power to detect a reduction in pain of 2.0 points if differences in pain score emerge.
Procedures All adolescents scheduled for scoliosis surgery will be approached during their presurgical visit and asked to participate. The presurgical visit entails a virtual reality tour of the surgical theatre and a meeting with the IPS to answer patients' questions.
Participants in both groups will receive standard postoperative care (multimodal analgesia, parental presence (if desired), routine reassurance practices). The VR group will receive standard usual care \& VR game during the first mobilization to an armchair. The control group will receive only standard care.
OUTCOME MEASURES Study feasibility will be assessed using recruitment and study logs documenting participant enrollment, retention, protocol adherence, and intervention completion. Acceptability and satisfaction will be evaluated using the Treatment Acceptability and Preference (TAP) Scale and 0-10 Verbal Numerical Rating Scales completed by children and healthcare professionals. Pain, anxiety, time spent in the armchair, analgesic administration, and side effects will be collected using standardized rating scales, study forms, and medical chart review. Semi-structured interviews will also be conducted with a subsample of participants and healthcare professionals; interview data will be analyzed using NVivo, and findings will be integrated with quantitative results through data triangulation to provide a comprehensive assessment of the intervention.
Interventions:
- Standard Care Standard post-surgical care includes multimodal analgesia, parental presence (if desired), and routine reassurance practices.
- Virtual reality intervention Virtual reality (VR) is defined as an artificial environment which is experienced through sensory stimuli. It is a modern tool that can immerse patients in a "game" or "world." Commonly used in the medical field to help distract patients during unpleasant procedures such as vaccination and cast removal, it has proven to be effective at decreasing anxiety and providing a more positive experience for patients. Developed by Paperplane Therapeutics, the VR game used in the VR-SPINE study is tailored for the pediatric population and has been reviewed by healthcare professionals with expertise in pediatric care. The simplified, no-failure game design allows children and adolescents to enjoy the experience regardless of their previous video game experience. The game is delivered through the Pico Neo 4 VR headset and takes place in a relaxing virtual environment designed to promote distraction, engagement, and comfort during mobilization.
Participants interact with the game by using eye-tracking technology integrated into the headset to direct laser beams toward virtual targets. This feature minimizes the need for head movements, making the intervention more comfortable for patients recovering from surgery while also helping to reduce the risk of cybersickness.
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Crossover
- Masking
- None (open label)
- Number of arms
- 2
- Model description
- A pilot randomized open label within-subject design will be first conducted. A within-subject design is similar to a cross-over design but without a washout period. This design will allow patients to serve as their own control since it is the sequence of the exposure to the intervention that is randomized not the patients/parents themselves.
| Arm | Type | Receives |
|---|---|---|
| Virtual reality Distraction | Experimental | Device: Virtual RealityUse of virtual reality after first mobilisation during 15 minutes. |
| Standard Treatment | Active comparator | Other: Standard medical treatmentStandard care as per the unit's protocol will serve as the control after the first or the second mobilization after surgery. |
Who may qualify
- Ages
- 10 to 17 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Child
Key inclusion criteria (4 listed)
- Adolescents aged 10 to 17 years hospitalized for corrective scoliosis surgery
- Stable medical condition
- Able to communicate in both French and English.
- -Closely implicated in the care of participants.
Key exclusion criteria (4 listed)
- Documented photosensitive epilepsy
- Severe cognitive deficits, preventing assent
- Prone to motion sickness.
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 RealityChildren play using a VR headset, while a physiotherapist interacts via a connected tablet, creating a cooperative experience. The 15-30-minute session takes place in a relaxing, magical jungle environment where players explore the island together to uncover treasures, collect items, and interact with non-threatening creatures. The game emphasizes collaboration and communication to achieve shared objectives and a positive experience. The design prioritizes accessibility, relaxation, and distraction to reduce pain and anxiety during early mobilization. | Device | Virtual reality Distraction |
| Standard medical treatmentStandard post-surgical care includes multimodal analgesia, parental presence (if desired), and routine reassurance practices. | Other | Standard Treatment |
Primary outcome
Recruitment Rate
Time frame: Through study completion, around one week.
Recruitment feasibility using a participant recruitment log. All eligible children will be approached for the study. The target is that at least 50% of participants agree to participate.
Completion Rate
Time frame: Through study completion, around one week
Protocol feasibility assessed using case report form (CRF) documentation. The procedure will be considered feasible if 90% of participants successfully complete the study procedures and assessments.
Acceptability of IVR among patients and HCP
Time frame: Post-intervention (immediately after returning to bed following mobilization)
This will be assessed using the Treatment Acceptability \& Preference (TAP), a 5- point Likert scale (0="not at all" and 4= "very much"), by both HCP and children and through interview feedback (qualitative).
Satisfaction regarding VR intervention
Time frame: This will be measured post-intervention (immediately after returning to bed following mobilization), and 14 days post-operative.
Children's and HCPs' satisfaction levels will be assessed using a 0-10 Verbal Numerical Rating Scale (VNRS), with 0 = low and 10 = high.
5 secondary outcomes
Child Pain
Time frame: This will be assessed at baseline (T0), after mobilization, before starting VR game (T1), before repositioning to bed (T2), & post-intervention (immediately after returning to bed following mobilization, T3), on day 1.
Children's anxiety
Time frame: This will be assessed at baseline (T0), after mobilization, before starting VR game (T1), before repositioning to bed (T2), and post-intervention (immediately after returning to bed following mobilization, T3), on day 1.
Time tolerated in the armchair (minutes)
Time frame: This will be assessed before repositioning to bed (T2), on day 1.
Administration of narcotic analgesics
Time frame: This will be assessed at baseline (T0), after mobilization, before starting VR game (T1), before repositioning to bed (T2), post-intervention (immediately after returning to bed following mobilization, T3) and in the subsequent 2 hours, on day 1.
Side effects
Time frame: This will be assessed at baseline (T0), after mobilization, before starting VR game (T1), before repositioning to bed (T2), & post-intervention (immediately after returning to bed following mobilization, T3), on day 1.
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 30 Jul 2026.
- BackgroundMiller MT, Stephen, Miller's Review of Orthopaedics, 8th ed: Elsevier 2019.
- BackgroundSRS. Adloescent Idiopathic Scoliosis 2022 USA: Scoliosis Research Society; [Available from: SRS.org.
- Background: PubMed 22321868de Seze M, Cugy E. Pathogenesis of idiopathic scoliosis: a review. Ann Phys Rehabil Med. 2012 Mar;55(2):128-38. doi: 10.1016/j.rehab.2012.01.003. Epub 2012 Jan 27. English, French.
- Background: PubMed 30744305Kikanloo SR, Tarpada SP, Cho W. Etiology of Adolescent Idiopathic Scoliosis: A Literature Review. Asian Spine J. 2019 Jun;13(3):519-526. doi: 10.31616/asj.2018.0096. Epub 2019 Feb 13.
- Background: PubMed 24432052Konieczny MR, Senyurt H, Krauspe R. Epidemiology of adolescent idiopathic scoliosis. J Child Orthop. 2013 Feb;7(1):3-9. doi: 10.1007/s11832-012-0457-4. Epub 2012 Dec 11.
- Background: PubMed 31169647Weinstein SL. The Natural History of Adolescent Idiopathic Scoliosis. J Pediatr Orthop. 2019 Jul;39(Issue 6, Supplement 1 Suppl 1):S44-S46. doi: 10.1097/BPO.0000000000001350.
- Background: PubMed 30026141Bao H, Shu S, Yan P, Liu S, Liu Z, Zhu Z, Qian B, Qiu Y. Fifteen Years and 2530 Patients: The Evolution of Instrumentation, Surgical Strategies, and Outcomes in Adolescent Idiopathic Scoliosis in a Single Institution. World Neurosurg. 2018 Dec;120:e24-e32. doi: 10.1016/j.wneu.2018.07.054. Epub 2018 Jul 17.
- Background: PubMed 24506121Horne JP, Flannery R, Usman S. Adolescent idiopathic scoliosis: diagnosis and management. Am Fam Physician. 2014 Feb 1;89(3):193-8.
- Background: PubMed 34056507Bailey KM, Howard JJ, El-Hawary R, Chorney J. Pain Trajectories Following Adolescent Idiopathic Scoliosis Correction: Analysis of Predictors and Functional Outcomes. JB JS Open Access. 2021 Apr 30;6(2):e20.00122. doi: 10.2106/JBJS.OA.20.00122. eCollection 2021 Apr-Jun.
- Background: PubMed 28346762Chidambaran V, Ding L, Moore DL, Spruance K, Cudilo EM, Pilipenko V, Hossain M, Sturm P, Kashikar-Zuck S, Martin LJ, Sadhasivam S. Predicting the pain continuum after adolescent idiopathic scoliosis surgery: A prospective cohort study. Eur J Pain. 2017 Aug;21(7):1252-1265. doi: 10.1002/ejp.1025. Epub 2017 Mar 27.
- Background: PubMed 35141583Anastasio AT, Farley KX, Rhee JM. Depression and anxiety as emerging contributors to increased hospital length of stay after posterior spinal fusion in patients with adolescent idiopathic scoliosis. N Am Spine Soc J. 2020 Jun 14;2:100012. doi: 10.1016/j.xnsj.2020.100012. eCollection 2020 Aug.
- Background: PubMed 23452527Rullander AC, Isberg S, Karling M, Jonsson H, Lindh V. Adolescents' experience with scoliosis surgery: a qualitative study. Pain Manag Nurs. 2013 Mar;14(1):50-9. doi: 10.1016/j.pmn.2010.07.005. Epub 2010 Sep 9.
- Individual participant dataSharing planned: No
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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 and Standard medical treatment in people with Scoliosis Patients, run by St. Justine's Hospital at 1 site in Canada.
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 4 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 30 Jul 2026. 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 Canada. 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 Sylvie Le May, PhD (514-345-4931 ext. 4938, sylvie.lemay@umontreal.ca), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Recruitment Rate (time frame: Through study completion, around one week.). 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 NCT07737886, which also lists 42 linked publications.
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 30 Jul 2026.