ClinicalTrials.Veeva

Menu

Immersive Versus Passive Virtual Reality on Upper Limb Pain and Range of Motion in Pediatric Burn

Cairo University (CU) logo

Cairo University (CU)

Status

Completed

Conditions

Pediatric Burn
Passive Virtual Reality
Immersive Virtual Reality
Virtual Reality

Treatments

Other: traditional physiotherapy
Device: Virtual reality games in immersive VR modality
Device: Virtual reality show in passive VR modality:

Study type

Interventional

Funder types

Other

Identifiers

NCT06612892
Haitham-005156

Details and patient eligibility

About

The purpose of the present study was to declare the difference between using immersive virtual reality vs passive virtual reality on pain management and improvement of ROM post physiotherapy exercise and mobilization sessions in pediatric burn patients.

Full description

Burn injuries are devastating and cause long-term damage to health. Thermal injuries, caused by hot liquids, solids, or fire, account for the majority of these injuries. Around 11 million burn cases occur annually worldwide. Rehabilitation aims to improve joint range od motion and control pain. Nonpharmocologic strategies like hypnosis and VR systems have shown promise in pain control. Multidisciplinary interventions from psychologists, physiotherapists, and pain management specialists can contribute to patient recovery. VR offers a holistic care device for pediatric burn patients.

Enrollment

60 patients

Sex

All

Ages

7 to 17 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  1. Sixty patients have 2nd degree thermal burn injury, from both genders their ages will be ranged from 7 - 17 years old.
  2. They will be diagnosed by their physicians with 2nd degree thermal burn injury affecting upper limbs and referred for physical therapy management .
  3. TBSA calculated up to 9 for one upper limb.
  4. The patients will be in the acute stage post burn injury; the duration of burn will be 3 weeks post injury.
  5. Medically and psychologically stable patients

Exclusion criteria

The potential participants will be excluded if they meet one of the following criteria:

  1. Cardiac diseases.
  2. Hand Burn
  3. Exposed tendons.
  4. Patients who suffer from skin diseases, diabetes, varicose veins, and peripheral vascular diseases.
  5. Patients with life threatening disorders as renal failure, myocardial infarction or other similar diseases.
  6. Patients with facial burn.
  7. Patients will have an inability to tolerate visual stimulation (e.g., susceptibility to migraines aggravated by light) or inability to tolerate the head mounted display (e.g., sensitivity to touch around the face and head).
  8. Patients with visual or auditory disorders.
  9. Patients with unstable fractures.
  10. Central Nervous System (CNS) problems.
  11. Patients with medical red flags as severe psychiatric disorder or cognitive deficits .
  12. Medically unstable and uncooperative patients.

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

60 participants in 2 patient groups

Immersive virtual reality
Experimental group
Description:
consisted of 30 patients and received procedure as immersive virtual reality program selected to enhance patient to use his upper limbs in order to interact with the show or game selected
Treatment:
Device: Virtual reality games in immersive VR modality
Other: traditional physiotherapy
Passive virtual reality
Active Comparator group
Description:
consisted of 3o patients and received procedure as passive virtual reality program as the patient just wear the headset with a view or show meant only to distract pain while following therapist commands to do active or active assisted upper limbs ROM ex.
Treatment:
Device: Virtual reality show in passive VR modality:
Other: traditional physiotherapy

Trial contacts and locations

1

Loading...

Data sourced from clinicaltrials.gov

Clinical trials

Find clinical trialsTrials by location
© Copyright 2026 Veeva Systems