Feasibility of Gamified Web-Based Pain Neuroscience Education for Chronic Low Back Pain

Aim To develop a web-based pain neuroscience education intervention based on patients’ beliefs and evaluate its feasibility, engagement, and preliminary clinical effects in chronic low back pain. Background Up to 90% of patients with low back pain have not received a clear explanation for the source...

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Detalles Bibliográficos
Autores: Valenzuela Pascual, Francesc, Virgili Gomà, Jordi, Molina-Luque, Fidel, Soler González, Jorge, Corbi Soler, Francesc, Rubí Carnacea, Francesc, Climent Sanz, Carolina, Blanco Blanco, Joan, Puentedura, Emilio
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2026
País:España
Institución:Universitat de Lleida (UdL)
Repositorio:Repositori Obert UdL
OAI Identifier:oai:dnet:.___________::5e4f64f1344f3bc5b761f59e1b92ffba
Acceso en línea:https://doi.org/10.1016/j.pmn.2026.03.015
https://hdl.handle.net/10459.1/469988
Access Level:acceso abierto
Palabra clave:Low back pain
Chronic pain
Primary health care
Patient education
Descripción
Sumario:Aim To develop a web-based pain neuroscience education intervention based on patients’ beliefs and evaluate its feasibility, engagement, and preliminary clinical effects in chronic low back pain. Background Up to 90% of patients with low back pain have not received a clear explanation for the source of their pain. Web-based educational interventions offer a promising avenue to improve knowledge and self-management behaviors in chronic pain populations. Methods This was a mixed-method exploratory sequential study designed as a pilot feasibility trial. Following a qualitative phase (n = 16) to inform content development, a randomized controlled trial was conducted with 48 patients in primary care. The 15-day intervention group (n = 26) accessed a gamified website, while the control group (n = 22) followed conventional care. Primary outcomes were feasibility (recruitment/retention) and user engagement metrics. Secondary clinical outcomes included pain intensity, fear-avoidance beliefs, kinesiophobia, and disability. Results The study demonstrated high feasibility with a 92% retention rate. Engagement analysis revealed heterogeneous usage patterns, consistent with a self-directed learning design. Regarding clinical outcomes, the intervention significantly prevented the deterioration of disability observed in the control group (MD −4.1; p = .023). No significant between-group differences were observed for pain intensity, although the experimental group showed significant within-group reductions in fear-avoidance beliefs and kinesiophobia. Conclusions A gamified web-based pain neuroscience education intervention is feasible and acceptable for patients in primary care. While a 15-day dose was insufficient to reduce pain intensity, the intervention effectively prevented functional deterioration. Future definitive trials should implement longer durations (>4 weeks) to optimize clinical efficacy.