![]() It has been used in burn patients, central sensitization, chronic pain and neurological disorders. Therefore, VR treatment offers increased feedback, turning the technique into a powerful pain-distracting mechanism. Thanks to these treatments, the patient is able to interact intuitively by perceiving visual, auditory, tactile or kinesthetic stimuli in a virtual world. VR treatment is based on three basic elements: simulation, interaction and immersion. In this context, virtual reality (VR) is defined as a computing system used to create an artificial world in which users have the impression of being able to navigate and manipulate objects in it. Regarding the management of neck pain and its related alterations, attentional distraction-defined as shifting the attention away from the pain-is a commonly used strategy. Nevertheless, pain intensity, CPM, TS, ROM, neck disability, pain catastrophizing, fear-avoidance beliefs, PPT and anxiety did not show differences between both interventions. Conclusions: Kinesiophobia was the only outcome that showed differences between VR and exercise at 3 months. Statistically significant differences were not found for time factor ( p > 0.05) and neither in group*time interaction ( p > 0.05) for CPM, TS, right side PPT, flexo-extension and lateral-flexion ROM. ![]() Results: Statistically significant differences were revealed for time factor (F = 16.40, p 0.05) for pain intensity, rotation range of motion (ROM), Neck Disability Index, pain catastrophizing, fear-avoidance beliefs, left side pressure pain threshold (PPT) and anxiety. Pain intensity, CPM, TS, functional and somatosensory outcomes were measured. Four measurement moments (at baseline, immediately, 1 month, and 3 months after intervention) were considered. ![]() The intervention consisted of two treatment sessions per week, for four weeks and eight sessions. A total sample of 44 patients with NS-CNP was randomized into a VR treatment group or neck exercises group. Methods: A single-blinded, randomized clinical trial was carried out. Therefore, the objective of this manuscript is to compare the effects of VR versus exercise treatment on pain intensity, conditioned pain modulation (CPM), temporal summation (TS) and functional and somatosensory outcomes in patients with non-specific chronic neck pain (NS-CNP). Background: Virtual reality (VR) applied to patients with neck pain is a promising intervention to produce positive effects when used alone or combined with exercise.
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