CClinicalTrials.gg
Not yet recruitingNCT07189052Updated Sep 29, 2025

Virtual Reality Program for Managing Chronic Neck Pain

An interventional study of Virtual Reality Rehabilitation and Conventional Rehabilitation in Chronic Neck Pain, sponsored by Hacettepe University. Not yet recruiting at 1 site in Turkey (Türkiye). Open to participants aged 18 Years to 65 Years. Per ClinicalTrials.gov, last updated 2025-09-29.

Sponsored by Hacettepe University · Not applicable, Interventional, and Treatment

Phase
Not applicable
Study type
Interventional
Enrollment
32
Allocation
Randomized
Ages
18 Years to 65 Years
Sex
All
01

Study 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 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).

02

Conditions studied

  • Chronic Neck Pain

Keywords

  • virtual reality
  • serious gaming
  • chronic
  • neck
  • pain
  • rehabilitation
  • conventional
  • technologic
03

In context

Bronchiolitis Obliterans Syndrome

376 studies on the registry are indexed under Bronchiolitis Obliterans Syndrome; 104 are open to participants now.

This study's planned enrollment of 32 is close to the median of 35 across 296 interventional studies indexed under Bronchiolitis Obliterans Syndrome.

Browse Bronchiolitis Obliterans Syndrome studies →

Lead sponsor

Hacettepe University is the lead sponsor of 983 studies on the registry; 212 are open to participants now.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
18 Years to 65 Years
Sexes eligible
All
Accepts healthy volunteers
No

Inclusion criteria

  • Age 18-65 years
  • Diagnosis of chronic neck pain (≥ 6 months duration)
  • Ability to participate in rehabilitation sessions
  • Willingness to provide written informed consent

Exclusion criteria

Exclusion Criteria:

  • 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
  • Pregnancy
  • Epilepsy or other neurological conditions causing photosensitivity
  • Congenital spinal cord malformations
05

Study design

Phase
Not applicable
Primary purpose
Treatment
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Double (Participant, Outcomes assessor)
Enrollment
32 participants (estimated)

Study arms

  • Experimental
    Virtual Reality Treatment Group

    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.

    Other: Virtual Reality Rehabilitation

  • Active comparator
    Conventional Therapy Group

    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.

    Other: Conventional Rehabilitation

Interventions

  • OtherVirtual Reality Rehabilitation

    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.

  • OtherConventional Rehabilitation

    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.

06

What researchers measure

Primary outcomes

  1. 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).

    Time frame: Baseline and at the end of the study.

  2. 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).

    Time frame: Baseline and at the end of the study.

  3. 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.

    Time frame: Baseline and at the end of the study.

  4. 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.

    Time frame: Baseline and at the end of the study.

Secondary outcomes

  1. 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.

    Time frame: Baseline and at the end of the study.

  2. 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).

    Time frame: Baseline and at the end of the study.

  3. Treatment Adherence

    Attendance at scheduled sessions will be recorded to determine adherence to the VR or conventional therapy program. Higher percentages reflect better adherence.

    Time frame: At the end of the study.

  4. 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).

    Time frame: At the end of the study.

07

Study locations

1 site
  • Hacettepe University Department of neurosurgery
    Ankara, Ankara 06000, Turkey (Türkiye)
08

References and documents

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 ↗

Individual participant data

Plan to share: No — There are no plans to share individual participant data (IPD) because of privacy and confidentiality concerns.

09

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Sep 29, 2025, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT07189052
Lead sponsor
Hacettepe University
Responsible party
HATİCE ÇETİN (Hatice Çeitn, Asst.Prof., Hacettepe University) — Principal investigator
First posted
Sep 23, 2025
Start date
Oct 25, 2025 (estimated)
Primary completion
Oct 25, 2027 (estimated)
Completion
Oct 28, 2027 (estimated)
Last update
Sep 29, 2025

Study contacts

Hatice Cetin, PhD
Contact
haticebitirim@hacettepe.edu.tr
+905079153272

Oversight

Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

Not currently enrolling

This study is not yet recruiting, as verified in Sep 2025. You cannot join it, but the record below documents what was studied.

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