Neck PainVR ROMNCT06962982
This Study Explores How Short-term Immersive VR With Exercises and Ergonomic Training Can Reduce Neck Pain, Improve Movement, Strength, and Work Productivity in Computer Users Who Are at High Risk Due to Prolonged Screen Time and Poor Posture.
A study testing Therapeutic Exercises, Ergonomic Training and Human XR device - Oculus Quest 3 in people with Neck Pain and Neck Disability, run by Gulf Medical University at 1 site in United Arab Emirates.
Trial summary
The goal of this clinical trial is to learn if a short-term immersive Virtual Reality (VR) intervention, combined with exercises and ergonomic training, can help treat neck pain in computer users. It will also explore how safe and effective this approach is. Read more about this study
- Who is it for?
- Ages 18 to 60 years
- Conditions the study is for
- Neck Pain, Neck Disability, Neck Endurance
- What is being tested?
- Therapeutic Exercises, Ergonomic Training and Human XR device - Oculus Quest 3
- Type of treatment
- Medical device, Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 30 participants
- Where
- 1 siteUnited Arab Emirates
- Study dates
- 1 Apr 2025to 30 Jun 2025
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 18 to 60 years
- All sexes
- No healthy volunteers
- Adult
Who may be able to join
- Computer users of age 18 to 50 years old with history of more than 6 hours of screen time. (9)
- Complaints of neck pain.
Who cannot join
- Individuals having complains of vertigo
- Radiating pain
- Balance issues
- Motion sickness
- Recent cervical fractures/dislocations or whiplash injuries
- Complaints of photosensitivity
- Complaints of frequent headaches
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
United Arab Emirates1 site
Thumbay Medicity, Al Jurf, Ajman
Ajman
About this study
Official title: Effect of Short Term Immersive VR Intervention With Exercises and Ergonomic Training on Neck Pain, Cervical ROM, Neck Endurance, Neck Disability and Work Productivity Among Computer Users.
The goal of this clinical trial is to learn if a short-term immersive Virtual Reality (VR) intervention, combined with exercises and ergonomic training, can help treat neck pain in computer users. It will also explore how safe and effective this approach is. The main questions it aims to answer are:
Does immersive VR with exercise and ergonomic training reduce neck pain and disability?
Read more
Does it improve cervical range of motion, neck muscle endurance, and work productivity?
Researchers will compare the effects before and after the intervention to see how well it works for managing neck pain in computer users.
Participants will:
Use immersive VR exercises and receive ergonomic training over a short period
Attend assessment sessions to measure pain, movement, endurance, and work productivity
Follow specific guidelines for posture and workplace adjustments during the study
- Being tested
- Therapeutic Exercises, Ergonomic Training, Human XR device - Oculus Quest 3
- Keywords
- ergonomic training, neck pain, cervical ROM, neck endurance, neck disability, work productivity, computer users
- Medical subject headings
- Neck Pain
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Therapeutic ExercisesBehavioural
Therapeutic exercises including stretching and active exercises for neck and shoulder.
Ergonomic TrainingBehavioural
Recommendations for adjustments to the chair, desk, and equipment to optimize comfort and efficiency and reduce unnecessary stress and loading on neck muscles.
Human XR device - Oculus Quest 3Device
Meta Quest 3 is a standalone virtual reality headset by Meta Platforms featuring a slimmer design, higher-resolution dual LCD displays, improved performance with the Snapdragon XR2 Gen 2 chip, and advanced mixed reality capabilities through color passthrough cameras and a depth sensor.
| Study group | Role | What they receive |
|---|---|---|
| Group A - Therapeutic exercises and Ergonomic training. | Experimental | An initial ergonomic assessment of all the participants' workstation will be done using the Computer Workstation Self-Assessment Checklist to identify potential risk factors for neck pain and dysfunction. Numeric pain rating values, Neck muscle endurance, cervical range of motion, neck disability index and work productivity score will be measured and recorded for each participant.
This group will receive therapeutic exercises including stretching and active exercises. Recommendations for adjustments to the chair, desk, and equipment layout would also be given to optimize comfort and efficiency and reduce neck pain due to improper workstation design. The session will last for 15 minutes. Follow up 2 days in a week over the 3-week period will be done to make necessary adjustments, and reinforce the ergonomic principles. All outcome measure will be attained again at the end of the 3 week period. Receives: Behavioral: Therapeutic Exercises; Behavioral: Ergonomic Training |
| Group B: Therapeutic exercises Ergonomic Training, and Immersive VR therapy. | Experimental | An initial ergonomic assessment of all the participants' workstation will be done using the Computer Workstation Self-Assessment Checklist to identify potential risk factors for neck pain and dysfunction. Numeric pain rating values, Neck muscle endurance, cervical range of motion, neck disability index and work productivity score will be measured and recorded for each participant.
The participants of this group will be given all the trainings as Group A along with the addition of immersive VR. This task will be delivered through the Human XR device Oculus Quest 3. The VR module will involve participants to engage in targeted cervical movements (flexion, extension, rotation) to attain therapeutic objectives through visual cues. Group B will be given VR therapy for an additional 20 minutes. Follow up 2 days in a week over the 3-week period will be done for the participant to use the immersive VR mode. All outcome measure will be attained again at the end of the 3 week period. Receives: Behavioral: Therapeutic Exercises; Behavioral: Ergonomic Training; Device: Human XR device - Oculus Quest 3 |
What is being measured
The primary outcome is the main question the study is designed to answer.
The Numeric Pain Rating Scale
The Numeric Pain Rating Scale asks individuals to rate their pain intensity on a scale from 0 (no pain) to 10 (worst pain imaginable), with higher numbers indicating greater pain severity. The Numeric Pain Rating Scale (NPRS) demonstrates robust psychometric properties across multiple studies, making it a valuable tool for pain assessment in clinical practice. It exhibits excellent test-retest reliability, with coefficients ranging from 0.72 to 0.95 and intraclass correlation coefficients of 0.82 to 0.95 across various patient populations. Additionally, the NPRS is highly acceptable to patients due to its simplicity, can be administered verbally or in writing.
Measured: 3 weeks
Cervical Range of Motion
Cervical range of motion (CROM) is a clinically critical outcome measure for assessing neck dysfunction, treatment efficacy, and rehabilitation progress. CROM measurments provide objective, quantifiable data to assess neck dysfunction severity, monitor rehabilitation progress, and evaluate treatment effectiveness, enabling clinicians to tailor interventions and predict recovery outcomes in patients with musculoskeletal or neurological conditions.
Measured: 3 weeks
Secondary outcomes (4)
The Neck Disability Index
The Neck Disability Index (NDI) is a validated, patient-reported outcome measure assessing neck pain-related disability across 10 domains, including daily activities, work, and sleep. It is scored from 0 (no disability) to 50 (complete disability). Widely used in clinical and research settings, it effectively tracks rehabilitation progress and treatment efficacy in conditions like neck pain and neck dysfunction.
Measured: 3 weeks
Computer Workstation Ergonomics Self-Assessment Checklist
The Computer Workstation Ergonomics Self-Assessment Checklist is a reliable and practical tool that helps individuals evaluate their workstation setup, including seating, monitor placement, and input device positioning. It promotes user awareness of ergonomic principles and encourages healthy work habits, such as taking regular breaks. Widely used in both clinical and workplace settings, this checklist supports the prevention of musculoskeletal discomfort by guiding users toward effective ergonomic adjustments.
Measured: 3 weeks
Work Productivity and Activity Impairment Questionnaire
The Work Productivity and Activity Impairment (WPAI) Questionnaire is a validated 6-item tool measuring health-related productivity loss, assessing absenteeism (work time missed), presenteeism (reduced effectiveness), overall work impairment, and activity limitations over seven days. It effectively distinguishes productivity outcomes by disease severity and its standardized scoring quantifies impairments as percentages, aiding clinical and workplace assessments.
Measured: 3 weeks
System usability scale (SUS) (applicable for group B)
The System Usability Scale (SUS) is a widely used tool for evaluating the perceived usability of products and systems. It consists of a 10-item questionnaire using a 5-point Likert scale. The SUS provides a quick, reliable method to assess user satisfaction and ease of use for various digital interfaces, including websites, software applications, and hardware devices. It generates a score ranging from 0 to 100, with higher scores indicating better usability.
Measured: 3 weeks
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted8 May 2025
- Study start1 Apr 2025
- Primary completion30 May 2025 (estimated)
- Study completion30 Jun 2025 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Neck PainStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- participants will be randomly divided into two groups
- Masking
- Single blind
- Who is masked
- Participant
- Enrolment
- 30 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Gulf Medical University
- Sponsor type
- University, hospital or other
- Responsible party
- Sponsor
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06962982
- Sponsor's protocol ID
- IRB-COHS-STD-9-Jan-2025
- Acronym
- VR ROM
- Status last verified
- Apr 2025
- First submitted
- 30 Apr 2025
- Last updated
- 8 May 2025
- Results posted
- No
- Data monitoring committee
- Yes
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Undecided
Study at a glance
From the registry record, last updated by the sponsor on 8 May 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effect of Short Term Immersive VR Intervention With Exercises and Ergonomic Training on Neck Pain, Cervical ROM, Neck Endurance, Neck Disability and Work Productivity Among Computer Users.
- ClinicalTrials.gov ID
- NCT06962982
- Acronym / sponsor ID
- VR ROM / IRB-COHS-STD-9-Jan-2025
- Keywords
- ergonomic training, neck pain, cervical ROM, neck endurance, neck disability, work productivity, computer users
- Study type
- Interventional
- Recruitment status
- Enrolling by invitation
- Enrolment
- 30 participants (estimated)
- Lead sponsor
- Gulf Medical UniversityUniversity, hospital or other
- Study start
- 1 Apr 2025 (actual)
- Primary completion
- 30 May 2025 (estimated)
- Study completion
- 30 Jun 2025 (estimated)
- First posted
- 8 May 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
The goal of this clinical trial is to learn if a short-term immersive Virtual Reality (VR) intervention, combined with exercises and ergonomic training, can help treat neck pain in computer users. It will also explore how safe and effective this approach is. The main questions it aims to answer are:
Does immersive VR with exercise and ergonomic training reduce neck pain and disability?
Does it improve cervical range of motion, neck muscle endurance, and work productivity?
Researchers will compare the effects before and after the intervention to see how well it works for managing neck pain in computer users.
Participants will:
Use immersive VR exercises and receive ergonomic training over a short period
Attend assessment sessions to measure pain, movement, endurance, and work productivity
Follow specific guidelines for posture and workplace adjustments during the study
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (participant)
- Number of arms
- 2
- Model description
- participants will be randomly divided into two groups
| Arm | Type | Receives |
|---|---|---|
| Group A - Therapeutic exercises and Ergonomic training. | Experimental | Behavioral: Therapeutic Exercises, Behavioral: Ergonomic TrainingAn initial ergonomic assessment of all the participants' workstation will be done using the Computer Workstation Self-Assessment Checklist to identify potential risk factors for neck pain and dysfunction. Numeric pain rating values, Neck muscle endurance, cervical range of motion, neck disability index and work productivity score will be measured and recorded for each participant. This group will receive therapeutic exercises including stretching and active exercises. Recommendations for adjustments to the chair, desk, and equipment layout would also be given to optimize comfort and efficiency and reduce neck pain due to improper workstation design. The session will last for 15 minutes. Follow up 2 days in a week over the 3-week period will be done to make necessary adjustments, and reinforce the ergonomic principles. All outcome measure will be attained again at the end of the 3 week period. |
| Group B: Therapeutic exercises Ergonomic Training, and Immersive VR therapy. | Experimental | Behavioral: Therapeutic Exercises, Behavioral: Ergonomic Training, Device: Human XR device - Oculus Quest 3An initial ergonomic assessment of all the participants' workstation will be done using the Computer Workstation Self-Assessment Checklist to identify potential risk factors for neck pain and dysfunction. Numeric pain rating values, Neck muscle endurance, cervical range of motion, neck disability index and work productivity score will be measured and recorded for each participant. The participants of this group will be given all the trainings as Group A along with the addition of immersive VR. This task will be delivered through the Human XR device Oculus Quest 3. The VR module will involve participants to engage in targeted cervical movements (flexion, extension, rotation) to attain therapeutic objectives through visual cues. Group B will be given VR therapy for an additional 20 minutes. Follow up 2 days in a week over the 3-week period will be done for the participant to use the immersive VR mode. All outcome measure will be attained again at the end of the 3 week period. |
Who may qualify
- Ages
- 18 to 60 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult
Key inclusion criteria (2 listed)
- Computer users of age 18 to 50 years old with history of more than 6 hours of screen time. (9)
- Complaints of neck pain.
Key exclusion criteria (7 listed)
- Individuals having complains of vertigo
- Radiating pain
- Balance issues
- Motion sickness
- Recent cervical fractures/dislocations or whiplash injuries
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Therapeutic ExercisesTherapeutic exercises including stretching and active exercises for neck and shoulder. | Behavioural | Group A - Therapeutic exercises and Ergonomic training., Group B: Therapeutic exercises Ergonomic Training, and Immersive VR therapy. |
| Ergonomic TrainingRecommendations for adjustments to the chair, desk, and equipment to optimize comfort and efficiency and reduce unnecessary stress and loading on neck muscles. | Behavioural | Group A - Therapeutic exercises and Ergonomic training., Group B: Therapeutic exercises Ergonomic Training, and Immersive VR therapy. |
| Human XR device - Oculus Quest 3Meta Quest 3 is a standalone virtual reality headset by Meta Platforms featuring a slimmer design, higher-resolution dual LCD displays, improved performance with the Snapdragon XR2 Gen 2 chip, and advanced mixed reality capabilities through color passthrough cameras and a depth sensor. | Device | Group B: Therapeutic exercises Ergonomic Training, and Immersive VR therapy. |
Primary outcome
The Numeric Pain Rating Scale
Time frame: 3 weeks
The Numeric Pain Rating Scale asks individuals to rate their pain intensity on a scale from 0 (no pain) to 10 (worst pain imaginable), with higher numbers indicating greater pain severity. The Numeric Pain Rating Scale (NPRS) demonstrates robust psychometric properties across multiple studies, making it a valuable tool for pain assessment in clinical practice. It exhibits excellent test-retest reliability, with coefficients ranging from 0.72 to 0.95 and intraclass correlation coefficients of 0.82 to 0.95 across various patient populations. Additionally, the NPRS is highly acceptable to patients due to its simplicity, can be administered verbally or in writing.
Cervical Range of Motion
Time frame: 3 weeks
Cervical range of motion (CROM) is a clinically critical outcome measure for assessing neck dysfunction, treatment efficacy, and rehabilitation progress. CROM measurments provide objective, quantifiable data to assess neck dysfunction severity, monitor rehabilitation progress, and evaluate treatment effectiveness, enabling clinicians to tailor interventions and predict recovery outcomes in patients with musculoskeletal or neurological conditions.
4 secondary outcomes
The Neck Disability Index
Time frame: 3 weeks
Computer Workstation Ergonomics Self-Assessment Checklist
Time frame: 3 weeks
Work Productivity and Activity Impairment Questionnaire
Time frame: 3 weeks
System usability scale (SUS) (applicable for group B)
Time frame: 3 weeks
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 8 May 2025.
- Individual participant dataSharing planned: Undecided
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Therapeutic Exercises, Ergonomic Training and Human XR device - Oculus Quest 3 in people with Neck Pain and Neck Disability, run by Gulf Medical University at 1 site in United Arab Emirates.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 2 inclusion and 7 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: enrolling by invitation, as of the sponsor's last update on 8 May 2025. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in United Arab Emirates. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
The Numeric Pain Rating Scale (time frame: 3 weeks). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 8 May 2025.