Randomized-controlled trial of skills-based vr vs. distraction vr vs. sham VR for chronic low back pain - Scorecard - MDSpire

Randomized-controlled trial of skills-based vr vs. distraction vr vs. sham VR for chronic low back pain

  • By

  • Brennan M. R. Spiegel

  • Samuel A. Eberlein

  • Susan Persky

  • Mariko L. Ishimori

  • Swamy Venuturupalli

  • Joseph Tu

  • Fadi Alhatem

  • Mary A. Vijjeswarapu

  • Zoe Krut

  • Tom Norris

  • So Yung Choi

  • Mourad Tighiouart

  • Lindsey Ross

  • Mark Vrahas

  • Omer Liran

  • Itai Danovitch

  • Tinh Vuong

  • Joshua Fouladian

  • February 16, 2026

  • 0 min

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Clinical Scorecard: A Randomized-Controlled Study Comparing Skills-Based Virtual Reality, Distraction Virtual Reality, and Sham Virtual Reality for Managing Chronic Low Back Pain

At a Glance

CategoryDetail
ConditionChronic low back pain (cLBP)
Key MechanismsVirtual Reality interventions including Skills-Based VR (biofeedback, interoceptive training, relaxation), Distraction VR (immersive 360-degree videos), and Sham VR (2D videos)
Target PopulationAdults with chronic low back pain
Care SettingHome-based, non-pharmacological therapy

Key Highlights

  • No significant difference between active VR (Skills-Based and Distraction) and Sham VR on primary outcome (PROMIS Pain Interference) or most secondary outcomes.
  • Distraction VR group showed greater reduction in daily opioid use compared to Sham VR (p = 0.009).
  • Baseline anxiety predicted improvement in pain interference within the Skills-Based VR group (p = 0.025); depression symptoms did not.

Guideline-Based Recommendations

Diagnosis

  • Use PROMIS Pain Interference (PI) to assess pain impact in chronic low back pain.

Management

  • Consider home-based VR interventions as feasible adjunct therapies for cLBP.
  • Distraction VR may help reduce opioid use in cLBP patients.
  • Skills-Based VR may benefit patients with higher baseline anxiety.

Monitoring & Follow-up

  • Monitor opioid use changes during VR therapy.
  • Assess for adverse events such as mild cybersickness.
  • Track adherence to home-based VR interventions.

Risks

  • Adverse events are generally mild and self-limited; cybersickness is the most common.
  • No evidence of superiority of active VR over sham VR for pain interference reduction.

Patient & Prescribing Data

Community-based adults with chronic low back pain

Distraction VR demonstrated a statistically significant reduction in daily opioid use compared to sham VR; high adherence supports feasibility of home-based VR therapies.

Clinical Best Practices

  • Incorporate VR as a non-pharmacological adjunct for managing chronic low back pain, especially for patients seeking home-based options.
  • Evaluate baseline anxiety to identify patients who may benefit more from Skills-Based VR.
  • Educate patients about potential mild side effects such as cybersickness and monitor accordingly.
  • Use PROMIS Pain Interference scores to assess treatment response.
  • Consider opioid use reduction as an important outcome in future VR-based interventions.

References

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