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Virtual Reality on Pain and Range of Motion on Burn

Cairo University (CU) logo

Cairo University (CU)

Status

Completed

Conditions

Burns

Treatments

Other: active assisted range of motion exercise
Device: active assisted exercise and with fully immersive Head-Mounted Display virtual reality ( Oculus Quest virtual reality (VR) headset with hand con

Study type

Interventional

Funder types

Other

Identifiers

NCT05352711
P.T.REC/012/003467

Details and patient eligibility

About

The Purpose of the study is to determine the effect of virtual reality exercise on pain and shoulder range of motion in pediatrics with 2nd-degree anterior shoulder burn injuries.

Full description

Burns are an important cause of injury to young children, being the third most frequent cause of injury resulting in death behind motor vehicle accidents and drowning. Burn injuries account for the greatest length of stay of all hospital admissions for injuries and costs associated with care are substantial. The majority of burn injuries in children are scald injuries resulting from hot liquids, occurring most commonly in children aged 0-4 years. Other types of burns include electrical, chemical and intentional injury. Mechanisms of injury are often unique to children and involve exploratory behavior without the requisite comprehension of the dangers in their environment.

Immersive virtual reality (VR) is a new form of cognitive distraction and has been found to be an effective adjunctive, nonpharmacologic analgesic for postburn physical therapy. The VR gives the individual the illusion of "going into" the 3-dimensional computer generated environment, as if it were a place in which they are actually physically present. The strength of the presence is thought to reflect the amount of attention that is drawn into the virtual world. Because VR is a highly attention-grabbing experience, it can be an effective psychological pain control technique. Less attention to pain can result in reductions in pain intensity, unpleasantness, and the amount of time patients spend thinking about their pain.

Enrollment

60 patients

Sex

All

Ages

9 to 16 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • Age range between 9-16 years.
  • Both sexes will participate in the study.
  • Patients who suffered from anterior shoulder burns with involvement of axillary fold.
  • patient who suffered from second degree burns.
  • all patients are acute cases .

Exclusion criteria

  • injuries to the face or head
  • Injuries in hands
  • Cognitive impairment
  • A history of severe motion sickness
  • Mental health problems.

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

60 participants in 2 patient groups

active assisted exercise with Oculus Quest virtual reality (VR) group
Experimental group
Description:
This group includes 30 patients suffered from pain and loss of shoulder flexion ROM, The patients will treated with active assisted exercise and with fully immersive Head-Mounted Display virtual reality ( Oculus Quest virtual reality (VR) headset with hand controller ) for 30 min. 2 times per week for 4 weeks The ROM will be assessed by mobile goniometer application and Smart phone version of visual analogue scale (VAS) to assess pain and The Quality-of-Life Scale for Children to assess the psychometric properties after the 1st session, day 14 and day 28.
Treatment:
Device: active assisted exercise and with fully immersive Head-Mounted Display virtual reality ( Oculus Quest virtual reality (VR) headset with hand con
active assisted range of motion exercise group
Active Comparator group
Description:
This group includes 30 patients suffering from pain and loss of shoulder flexion ROM. Patients will recieve active-assisted ROM physical therapy 2 sessions per week for 4 weeks.
Treatment:
Other: active assisted range of motion exercise

Trial contacts and locations

1

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Central trial contact

Heba Alaa Abd-Elhafez, Master

Data sourced from clinicaltrials.gov

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