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Shooting games and equestrian training significantly reduce pain intensity in chronic low back painVirtual reality games may help manage chronic low back pain

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Key Takeaway
Consider shooting games as a highly effective VR modality for reducing pain intensity and kinesiophobia in CLBP patients.

This network meta-analysis evaluated the efficacy of various virtual reality (VR) based training modalities for patients suffering from chronic low back pain (CLBP). The study included a total sample size of 2610 participants. The analysis compared several VR modalities, including shooting games and VR-based equestrian training, against various control groups, which included traditional exercise controls and sham interventions.

The primary outcome measured was pain intensity. The results indicated that both shooting games and VR-based equestrian training were significantly superior to all types of controls. Specifically, shooting games demonstrated a standardized mean difference (SMD) of -4.40 (95% CrI -6.80 to -2.20). VR-based equestrian training showed an SMD of -2.00 (95% CrI -3.70 to -0.57). Furthermore, a ranking analysis indicated that shooting games had the highest probability of being the most effective intervention for pain relief, with a 98% probability based on the surface under the cumulative ranking curve.

Secondary outcomes included disability, measured by the Oswestry Disability Index, and kinesiophobia, measured by the Tampa Scale of Kinesiophobia. Regarding kinesiophobia, shooting games significantly outperformed traditional exercise controls with an SMD of -3.40 (95% CrI -5.60 to -1.10). However, for the disability outcome, no specific intervention demonstrated statistically significant superiority over others. These findings suggest that while VR may impact psychological barriers like kinesiophobia and subjective pain, its impact on objective functional disability is less clear.

Safety and tolerability data were not reported in the included evidence. Consequently, the incidence of adverse events, serious adverse events, or treatment discontinuations remains unknown from this specific analysis. This lack of safety data necessitates cautious implementation when introducing new digital modalities into standard rehabilitation protocols for chronic pain.

When compared to traditional management strategies for CLBP, these results suggest that specific VR modalities may offer superior outcomes in pain reduction compared to standard exercise alone. However, it is important to note that not all VR modalities are equally effective; the efficacy appears to depend on the specific type of interaction (e.g., shooting games versus other types). The evidence quality for several outcomes was graded as ranging from very low to moderate using the GRADE framework.

Several methodological limitations were identified, including significant heterogeneity of evidence and low-quality evidence for certain outcomes. Specifically, there is limited evidence regarding improvements in disability scores. These factors suggest that while the statistical significance of pain reduction is clear, the clinical weight of these findings should be tempered by the underlying quality of the source data.

Clinical implications suggest that shooting games may be a highly effective VR therapy for reducing pain intensity and kinesiophobia in patients with CLBP. Clinicians may consider incorporating specific VR modalities as an adjunct to traditional care, particularly when patient engagement or kinesiophobia is a barrier to progress. However, clinicians should remain aware that the evidence for functional disability improvement is currently insufficient to make definitive claims regarding long-term physical outcomes. Several questions remain unanswered regarding the long-term durability of these effects and the optimal duration of VR intervention required to achieve sustained pain relief. Additionally, more research is needed to determine which specific features of shooting games or equestrian training contribute most to the observed clinical improvements.

Living with chronic low back pain can be a daily struggle that affects how people move, work, and enjoy their lives. For many people, the primary goal of treatment is to reduce constant pain and overcome the fear of movement, which often keeps them from staying active. This research looks at whether modern technology, specifically virtual reality (VR), can offer new ways to manage these symptoms compared to traditional methods.

To understand this, researchers conducted a network meta-analysis involving data from 2,610 patients with chronic low back pain. They compared several different types of VR activities, such as shooting games and equestrian training, against standard controls like traditional exercise and sham treatments. The goal was to see which specific type of virtual reality provided the most relief for those suffering from long-term back issues.

The results showed that certain VR modalities were more effective at reducing pain intensity than the control groups. Specifically, both shooting games and VR-based equestrian training were found to be significantly better at lowering pain levels than standard treatments. Among all the options tested, shooting games had the highest probability of being the most effective method for immediate pain relief. Additionally, shooting games were shown to be more effective than traditional exercise at reducing kinesiophobia, which is the common fear of movement that often accompanies chronic back pain.

However, it is important to note that not all virtual reality experiences are equal. While some types showed great results for pain and fear of movement, the study did not find a statistically significant difference between any of the treatments when measuring overall physical disability. This means that while VR might help with pain perception, its impact on general physical limitations is less clear. There are several reasons to be cautious before making changes to a treatment plan based on this one study. The evidence quality ranged from low to moderate, and there was significant variety in the types of data collected. Furthermore, the results for disability were limited by the amount of available data. Because this is a meta-analysis of existing studies rather than a new clinical trial, it provides a broad overview rather than a definitive rule.

For patients today, this means that while VR—particularly shooting games—shows promise as a tool to manage pain and fear of movement, it is not a replacement for medical advice. Patients interested in these technologies should speak with their doctors or physical therapists to see if specific VR modalities can be safely integrated into their existing care plans.

What this means for you:
Certain virtual reality activities, like shooting games, may reduce pain and fear of movement in back pain patients.

Study Details

Study typeSystematic review
Sample sizen = 2,610
EvidenceLevel 1
PublishedJul 2026
View Original Abstract ↓
BACKGROUND: Chronic low back pain (CLBP) is a major global health challenge. While nonpharmacological therapies are recommended, patient compliance is often hindered by kinesiophobia. Virtual reality (VR) offers an immersive, distraction-based approach, but the comparative effectiveness of different VR modalities remains unclear. OBJECTIVE: The aim of the study is to compare and rank the efficacy of different VR-based training modalities on pain intensity, disability, and kinesiophobia in patients with CLBP. METHODS: Systematic searches were conducted in PubMed, Web of Science, Scopus, Embase, CINAHL, and the Cochrane Library from inception until June 2025. Randomized controlled trials (RCTs) assessing the effects of VR-based training on individuals with CLBP were selected. Primary outcomes were pain intensity, disability (Oswestry Disability Index), and kinesiophobia (Tampa Scale of Kinesiophobia). The Cochrane Risk of Bias 2 tool was used for quality assessment. Confidence in Network Meta-Analysis (CINeMA) framework was used to evaluate the credibility of cumulative evidence. A Bayesian network meta-analysis with standardized mean difference (SMD) as effect size was performed to synthesize evidence and rank interventions using surface under the cumulative ranking curve values. The GRADE (Grading of Recommendations Assessment, Development and Evaluation) framework was adapted to evaluate the quality of evidence. RESULTS: In total, 25 RCTs with a total of 2610 participants were included in the analysis. For pain intensity, shooting games (SMD -4.40, 95% credible interval [CrI] -6.80 to -2.20) and VR-based equestrian training (SMD -2.00, 95% CrI -3.70 to -0.57) were significantly superior to all types of controls. Surface under the cumulative ranking curve indicated that shooting games had the highest probability (98%) of being the most effective intervention for pain relief. For disability, no intervention demonstrated statistically significant superiority. For kinesiophobia, shooting games (SMD -3.40, 95% CrI -5.60 to -1.10) significantly outperformed traditional exercise controls. The quality of evidence ranged from very low to moderate across outcomes. CONCLUSIONS: This first network meta-analysis to compare and rank distinct VR modalities for CLBP offers several key innovations and contributions to the field. By moving beyond aggregate VR categorizations, we provide a granular, comparative ranking of specific, actionable VR interventions. Unlike previous reviews that treated VR as a homogeneous group or only compared it to sham, our network meta-analysis directly and indirectly compares 7 distinct VR modalities, revealing that not all VR is equally effective. Our findings suggest that shooting games have the potential to be the most effective VR therapy for relieving pain intensity and kinesiophobia, though evidence for disability remains limited. Unfortunately, due to heterogeneity and low-quality evidence, there is no evidence demonstrating significant improvement in specific outcomes for patients with CLBP. More RCTs are needed to provide robust clinical evidence.
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