2022
DOI: 10.3390/ijerph19074071
|View full text |Cite
|
Sign up to set email alerts
|

Virtual Reality Assisted Non-Pharmacological Treatments in Chronic Pain Management: A Systematic Review and Quantitative Meta-Analysis

Abstract: Virtual reality (VR) is a developing technology that has recently attracted the attention of healthcare practitioners. Recently, VR systems have been used to treat pain symptoms. The present study aims to evaluate the VR effectiveness on chronic pain management. A systematic literature search was performed following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. Keywords were used to discover the potentially eligible studies. The primary focus of the present investi… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
5

Citation Types

2
21
2

Year Published

2022
2022
2024
2024

Publication Types

Select...
6
1

Relationship

2
5

Authors

Journals

citations
Cited by 48 publications
(25 citation statements)
references
References 61 publications
2
21
2
Order By: Relevance
“…Virtual reality (VR) is defined as a digital experience in which the subject interacts with an artificial environment [ 9 ]. Currently, the evolution of this technique and the development of new devices have created different types of VR—non-immersive, semi-immersive, and immersive—and the main difference between them is the degree of interaction with the artificial environment and the real world [ 10 , 11 ]. While non-immersive and semi-immersive offer computer-generated environments with a not-fully absence of physical surroundings, immersive VR (iVR) offers a greater disconnection from the real world, as well as further interaction with the fictional world through the use of VR head-mounted displays (HMD) [ 10 , 11 ].…”
Section: Introductionmentioning
confidence: 99%
See 3 more Smart Citations
“…Virtual reality (VR) is defined as a digital experience in which the subject interacts with an artificial environment [ 9 ]. Currently, the evolution of this technique and the development of new devices have created different types of VR—non-immersive, semi-immersive, and immersive—and the main difference between them is the degree of interaction with the artificial environment and the real world [ 10 , 11 ]. While non-immersive and semi-immersive offer computer-generated environments with a not-fully absence of physical surroundings, immersive VR (iVR) offers a greater disconnection from the real world, as well as further interaction with the fictional world through the use of VR head-mounted displays (HMD) [ 10 , 11 ].…”
Section: Introductionmentioning
confidence: 99%
“…Currently, the evolution of this technique and the development of new devices have created different types of VR—non-immersive, semi-immersive, and immersive—and the main difference between them is the degree of interaction with the artificial environment and the real world [ 10 , 11 ]. While non-immersive and semi-immersive offer computer-generated environments with a not-fully absence of physical surroundings, immersive VR (iVR) offers a greater disconnection from the real world, as well as further interaction with the fictional world through the use of VR head-mounted displays (HMD) [ 10 , 11 ]. Recent research in the health field aims to employ such a technology as a therapeutic tool thanks to its accessibility, adaptability, ease of use, and affordability [ 9 , 11 , 12 ].…”
Section: Introductionmentioning
confidence: 99%
See 2 more Smart Citations
“…Following the technological and development of modern head-mounted displays (HMD), research investigating the effects of virtual environments (VE) on the human psyche and behavior has seen a surge in interest [1][2][3][4]. Recently, VEs has been successfully used in many applied fields, such as medicine and education [5][6][7], and work safety training [8]. The possibility of inducing the subjective perception that a simulation is reality has been a critical goal in the development of Virtual Reality (VR) systems [4].…”
Section: Introductionmentioning
confidence: 99%