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 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.

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Publication Details

Journal
Pain Management Nursing
Published
2026-04-01
DOI
https://doi.org/10.1016/j.pmn.2026.03.015
Primary Topic
Musculoskeletal pain and rehabilitation
Type
article
Field-Weighted Citation Impact
0.00

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article

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

Emilio J. Puentedura, Francisco CORBI, Fidel Molina‐Luque, Jordi Virgili‐Gomà et al.
Pain Management Nursing
Musculoskeletal pain and rehabilitation
article

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

Emilio J. Puentedura, Francisco CORBI, Fidel Molina‐Luque, Jordi Virgili‐Gomà, Joan Blanco-Blanco, Fran Valenzuela-Pascual, Francesc Rubí-Carnacea, Carolina Climent-Sanz, Jorge Soler-González
article en

Abstract

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.

Pain Management Nursing
Baylor University (US), Universitat de Lleida (ES), Nova Southeastern University (US), Instituto de Investigación Biomédica de Lleida (ES), Institut Nacional d'Educació Física de Catalunya (ES)
Universitat de Lleida
Openalex Percentile: Top 22%
Musculoskeletal pain and rehabilitation
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