Physiotherapist supporting an adult during a gentle seated stretching exercise as part of chronic pain rehabilitation.

Chronic Pain Rehabilitation: Virtual Reality, Serious Games, Digital Therapeutics and AI

مقدمة

Chronic pain is not simply a prolonged acute injury. It is a complex lived experience shaped by biological, psychological, social and environmental factors. Rehabilitation aims to improve functioning, participation and quality of life, while helping the person manage symptoms. Virtual reality (VR), serious games, digital therapeutics, telerehabilitation and artificial intelligence (AI) may complement appropriate care, but their value depends on evidence, suitability, safety and meaningful outcomes.

Understanding chronic primary and secondary pain

Pain lasting or recurring for more than three months is commonly described as chronic pain. NICE distinguishes chronic primary pain, where no underlying condition adequately accounts for the pain or its impact, from chronic secondary pain associated with an underlying condition. Both can coexist. People may experience fatigue, sleep problems, distress, restricted mobility or difficulties at work and home. A person-centred assessment should consider the individual’s beliefs, strengths, social circumstances and priorities, without suggesting that pain is imaginary or exclusively psychological.

A biopsychosocial and person-centred rehabilitation model

A care plan may include supported activity, pacing, graded participation, self-management education, appropriate psychological care and treatment directed at underlying conditions. Clinical choices vary according to diagnosis, patient preference and risk. For chronic primary pain, NICE NG193 recommends an individually suitable supervised group exercise programme and consideration of acceptance and commitment therapy (ACT) or cognitive behavioural therapy (CBT) for pain delivered by appropriately trained professionals. These recommendations should not be generalized to every cause of chronic secondary pain.

Why rehabilitation outcomes go beyond pain intensity

An intervention can have value when a person sleeps better, returns to a valued activity, increases confidence or experiences less pain interference, even if pain intensity does not disappear. Goals might include preparing meals, returning to employment, taking short walks, participating in family life or managing an ordinary day with less disruption. Agree on meaningful goals rather than measuring only app engagement or a pain score. Pain, function, fatigue, sleep, distress, participation and treatment burden provide complementary perspectives.

What virtual reality can offer

Immersive and non-immersive VR can present structured exercises, calming environments or behavioural skills activities. Different approaches target different mechanisms: distraction during an activity, guided relaxation, education, movement practice or psychological skills. A temporary reduction in pain during a VR session is not automatically evidence of lasting improvement in disability or participation. Device type, programme content, treatment dose, comparator and follow-up duration matter. VR should be an option within care, not a mandatory therapy.

The evidence and an important regulatory example

The FDA authorized marketing of EaseVRx in November 2021, a prescription immersive VR behavioural therapy device to reduce chronic low-back pain in adults aged 18 and over. Its De Novo authorization (DEN210014) applies to that device and indication. It does not imply that all VR pain games are effective or authorized. Evidence on VR more broadly is heterogeneous, and confidence in specific benefits depends on the condition, intervention and outcome. The established evidence supporting exercise and selected psychological approaches should not be displaced by technology novelty.

Serious games and graded functional activity

Interactive games can offer a controlled level of challenge, understandable feedback, adjustable pacing and opportunities to practise movement. They may help some people engage with therapist-selected activity, but scores, repetitions and time-on-task are not measures of recovery on their own. A game should never penalize the person for resting or encourage pushing through concerning symptoms. Functionally meaningful practice and suitable pacing remain central.

Occupational therapy, physiotherapy and psychology

Occupational therapists can address routines, energy management, self-care, adaptations and participation in work and leisure. Physiotherapists may guide safe physical activity and movement based on the specific presentation. Appropriately trained psychological professionals can provide interventions such as CBT or ACT for pain where indicated. Rehabilitation physicians, nurses and other disciplines may contribute according to needs. Coordination helps avoid contradictory advice or placing all treatment responsibility on the person or family.

AI and the augmented therapist

AI can help therapists draft accessible educational materials, organize de-identified notes, create visual schedules or prototype interactive exercises tailored to a person’s goals. Low-code and AI-assisted development can support clinician-led innovation, but a functioning prototype is not a clinically validated digital therapeutic. AI systems may hallucinate, ignore contraindications, overstate progress or expose confidential information. Clinical decisions, including treatment changes or assessment of new symptoms, require qualified oversight, appropriate evidence and privacy safeguards.

Remotion Classic and TheraVerse

Remotion Classic provides therapist-guided interactive rehabilitation activities on supported devices. Remotion TheraVerse enables clinician-configured virtual spaces with interactive objects and visual, auditory and compatible vibration-based haptic cues. These features can offer options for adapting task demands or feedback in selected pathways, but they do not establish a validated pain treatment or equivalence to an authorized prescription digital therapeutic. Clinicians should review comfort, accessibility, safety and transfer to real-world activities before using them.

Safety, accessibility and informed choice

Assess dizziness, visual or vestibular sensitivities, balance risk, fatigue, motion sickness, sensory tolerance, pain flare patterns and whether an immersive headset is appropriate. Use clear stopping criteria and alternatives such as conventional screens or non-digital activities. New concerning symptoms, progressive neurological deficits or medical red flags require clinical evaluation rather than automatic exercise progression. Explain potential benefits, uncertainties, data collection and any costs without presenting VR as a cure.

Monitoring progress without over-surveillance

A proportionate plan might combine a personally meaningful goal, a suitable clinical assessment and patient-reported pain interference or participation. Wearable step counts and game activity logs may support discussion, but cannot capture the full experience of pain. Daily mandatory ratings and constant movement recording can increase burden. Agree on what data will be collected, who will access it, when it will be reviewed and what decisions it can inform.

Three illustrative pathways

Returning to meal preparation

A person with persistent pain wants to prepare dinner comfortably. An occupational therapist explores ergonomics, task adaptation and activity pacing, while a selected interactive activity may support confidence. The outcome is real kitchen participation rather than game points.

Rebuilding community activity

A clinician and person agree on gradually returning to a valued outdoor activity. Any VR practice is optional and selected according to physical tolerance, goals and evidence.

Learning pain-management skills

An appropriately trained clinician integrates structured psychological skills and accessible education. A regulated digital therapeutic may be an adjunct when appropriate for its authorized indication, not a substitute for comprehensive care.

These are conceptual examples, not personal medical prescriptions.

International regulatory reminder: Europe, USA and Middle East

European Union

The قانون حماية البيانات الشخصية governs personal and health-data processing. Software with an intended medical purpose may be regulated under the Medical Device Regulation (EU) 2017/745. Qualifying AI functions may also fall under the EU AI Act; verify current application dates and transitional rules. Clinical claims and national health-data requirements must be considered.

United States

The FDA evaluates medical-device software according to intended use and relevant exclusions. The authorized EaseVRx example illustrates why a medical claim cannot be inferred from a generic VR app. HIPAA applies to covered entities and business associates in defined situations, while FTC and state rules can govern other digital health services.

Middle East

Regulation is country-specific. In Saudi Arabia, review SFDA digital-health/medical-device guidance and personal-data protection rules. In the United Arab Emirates, assess medical-product requirements, personal-data rules and the health information framework including Federal Law No. 2 of 2019. In Qatar, consider Personal Data Privacy Protection Law No. 13 of 2016 and relevant health-authority requirements. Cloud hosting, cross-border data transfers, professional authorization and therapeutic claims need local review.

A relaxation app, a therapeutic game, a prescription digital therapeutic and AI-driven treatment software can have different legal classifications. This section is educational and not legal advice.

الأسئلة الشائعة

Does VR cure chronic pain?

No. Specific programmes may support selected pain-management goals, but cure claims are not justified.

Are all chronic pain conditions managed the same way?

No. Assessment must distinguish chronic primary from secondary pain and address condition-specific recommendations.

Does FDA authorization of one VR device apply to all VR products?

No. It concerns the particular device and authorized indication.

Can AI automatically prescribe pain exercises?

Unvalidated AI must not independently determine treatment or ignore clinical contraindications.

What should be measured?

Focus on goals, function, pain interference, participation and tolerability using suitable methods rather than app usage alone.

Conclusion and references

Chronic pain rehabilitation should help people live better in meaningful activities, with symptoms and context understood rather than reduced to a single score. VR, serious games, digital therapeutics and AI can support selected care pathways when evidence, regulatory status, accessibility and person-centred choice guide their use. The therapist’s judgment and relationship with the patient remain essential.

Related reading: Measuring Outcomes in Hybrid Rehabilitation, Designing Effective Hybrid Rehabilitation Pathways.