The Effectiveness Of Virtual Reality-Based Treatment On Sensorimotor And Functional Outcomes In College Students With Chronic Neck Pain
DOI:
https://doi.org/10.64252/e2dnjn20Keywords:
Chronic neck pain, gait speed, static balance, joint position sense error, muscle stiffnessAbstract
Objective: The aim of this study was to investigate the effectiveness of virtual reality (VR)-based treatment, motor exercise therapy (MEG), and a control group (CG) without treatment over a 6-session period on the observed sensorimotor changes in individuals with chronic neck pain.
Methods: Total of 36 participants between the ages of 18-45, who were university students and had a Neck Disability Index (NDI) score of 10 or higher, as well as a complaint of neck pain lasting for more than 3 months, were included in this study. The participants were evaluated twice, both before and after the treatment.
Results: The results of the post hoc Bonferroni test following a 6-session treatment period lasting a total of 120 minutes revealed significant differences between the MEG and the CG in terms of joint position sense errors (JPSE) in flexion, extension, left lateral flexion, and right rotation directions. Additionally, statistically significant findings were observed in the extension range of motion (ARoM), NDI scores, and pain intensity during movement. The post hoc test comparing the VRG and the CG yielded statistically significant p-values for JPSE in extension and right rotation, as well as for extension ARoM, NDI scores, and pain intensity under two conditions.
Conclusion: Based on the results of this study, it is believed that the concurrent use of VRG and MEG may enhance the effectiveness of the treatment process, as it appears that both treatments-initiated changes in some parameters earlier.