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Effects of Exergames and Conventional Physical Therapy on Functional Physical Performance in Older Adults: A Randomized Controlled Trial. 锻炼和常规物理治疗对老年人功能性身体表现的影响:一项随机对照试验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-10-01 Epub Date: 2023-08-16 DOI: 10.1089/g4h.2022.0194
Francisco Guede-Rojas, María José Medel-Gutiérrez, Macarena Cárcamo-Vargas, Adolfo Soto-Martínez, Luis Javier Chirosa Ríos, Rodrigo Ramirez-Campillo, Cristian Álvarez, Daniel Jerez-Mayorga

Objective: To evaluate the effects of exergames added to a conventional physical therapy (CPT) program on functional fitness and dynamometric muscle performance for the sit-to-stand (STS) maneuver in older adults and to compare their results concerning a CPT-only intervention. Materials and Methods: Fifty independent older adults were randomly assigned to CPT and exergames (CPT+ExG group; n = 25; age = 71.8 ± 6.8 years) or CPT alone (CPT group; n = 25; age = 71.3 ± 7.4 years). CPT was performed twice a week (60 min/session) for 8 weeks. The CPT+ExG group added exergames for 30 minutes in each session. The Senior Fitness Test was applied, considering the 30-second chair stand test as the primary outcome. Additionally, dynamometric muscle performance during the STS maneuver was assessed. Results: The CPT+ExG group improved the 30-second chair stand (lower body strength), back scratch (upper body flexibility), and 8-foot up-and-go (agility/dynamic balance) tests (all P < 0.05). Both groups improved the kinetic dynamometric variables peak force, peak power, and total work (all P < 0.05). Also, both groups improved the 30-second arm curl test (upper body strength) (P < 0.05), although the increase was higher in the CPT+ExG group compared with the CPT group (time × group; P < 0.05). Conclusion: Adding exergames to a CPT program only significantly increases upper limb strength compared with CPT alone. The findings of this study have implications for the design of future exergame interventions focused on improving STS maneuver performance in older adults.

目的:评估在传统物理治疗(CPT)计划中增加运动游戏对老年人坐-站(STS)动作的功能适应性和肌肉力量测量性能的影响,并比较仅使用CPT干预的结果。材料和方法:50名独立的老年人被随机分配到CPT和运动会(CPT+ExG组 = 25;年龄 = 71.8 ± 6.8年)或单独使用CPT(CPT组;n = 25;年龄 = 71.3 ± 7.4年)。CPT每周进行两次(60 分钟/次),持续8周。CPT+ExG组在每次训练中增加了30分钟的练习赛。采用了老年人体质测试,将30秒的椅子站立测试视为主要结果。此外,还评估了STS操作过程中的测力肌肉表现。结果:CPT+ExG组改善了30秒椅子站立(下半身力量)、背部抓挠(上半身灵活性)和8英尺上下(灵活性/动态平衡)测试(均P P P P 结论:与单独使用CPT相比,在CPT项目中增加运动会只会显著增加上肢力量。这项研究的结果对未来旨在改善老年人STS动作表现的运动干预措施的设计具有启示意义。
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引用次数: 0
A Pre-Post, Mixed-Methods Study to Pilot Test a Gamified Heart Failure Self-Care Education Intervention. 一项试验性游戏化心力衰竭自我护理教育干预的前后混合方法研究。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-10-01 Epub Date: 2023-08-14 DOI: 10.1089/g4h.2022.0132
Alexandra Lukey, Martha Mackay, Khalad Hasan, Kathy L Rush

Objective: Self-care is essential to improving heart failure patient outcomes. However, the knowledge and behaviours necessary for self-care decision making, such as symptom perception and management, are complex and require patient education. The objective of this study was to test the feasibility, acceptability, and potential effectiveness of a web-based, gamified heart failure patient education solution, Heart Self-Care Patient Education (HeartSCaPE), that used narrative and virtual reward gamification techniques. Materials and Methods: This mixed-methods study used a pre-post-test design with an embedded explanatory qualitative phase. Patients completed the Self-Care of Heart Failure Index, that measured self-care behaviour change and the Dutch Heart Failure Knowledge Scale, used to measure heart failure knowledge. Usability measures of HeartSCaPE were tracked using Google Analytics and the System Usability Scale. Results: Nineteen patients completed the study, with a subset of six participating in semi-structured interviews. We found increases in HF knowledge despite high baseline knowledge scores. Post-intervention self-reported HF self-care behaviours (maintenance, management and confidence), as measured by the Self-Care of Heart Failure Index, were also improved. Knowledge and self-care scores were not correlated. Participants also scored HeartSCaPE as highly usable. In interviews, participants described valuing the opportunity to practice self-care decision-making. There were mixed opinions regarding the use of virtual rewards. Conclusion: We found that a gamified web-based solution that uses narrative and reward-based gamification techniques has the potential to improve HF patient knowledge and self-care. Further research is needed to confirm the study's clinical benefits and address technology literacy inequities.

目的:自我护理对改善心力衰竭患者的预后至关重要。然而,自我护理决策所需的知识和行为,如症状感知和管理,是复杂的,需要患者教育。本研究的目的是测试基于网络的游戏化心力衰竭患者教育解决方案——心脏自我护理患者教育(HeartSCaPE)的可行性、可接受性和潜在有效性,该解决方案使用叙事和虚拟奖励游戏化技术。材料和方法:这项混合方法研究采用了测试前-测试后设计,并嵌入了解释性定性阶段。患者完成了测量自我护理行为变化的心力衰竭自我护理指数和用于测量心力衰竭知识的荷兰心力衰竭知识量表。使用Google Analytics和系统可用性量表跟踪HeartSCaPE的可用性测量。结果:19名患者完成了这项研究,其中6名患者参加了半结构化访谈。我们发现,尽管基线知识得分很高,HF知识却有所增加。通过心力衰竭自我护理指数衡量,干预后自我报告的HF自我护理行为(维持、管理和信心)也得到了改善。知识和自理能力得分没有相关性。参与者还将HeartSCaPE评分为高度可用。在访谈中,参与者描述了对实践自我护理决策的机会的重视。关于虚拟奖励的使用,各方意见不一。结论:我们发现,使用叙事和基于奖励的游戏化技术的基于网络的游戏化解决方案有可能提高HF患者的知识和自我护理。需要进一步的研究来确认这项研究的临床益处,并解决技术素养不平等的问题。
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引用次数: 0
Physical and Affective Physical Literacy Domains Improved After a Six-Week Exergame Exercise Program in Older Adults: A Randomized Controlled Clinical Trial. 老年人六周运动锻炼后身体和情感物理素养领域的改善:一项随机对照临床试验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-10-01 Epub Date: 2023-06-13 DOI: 10.1089/g4h.2022.0212
Alexandre Monte Campelo, Alanna Weisberg, Dwayne P Sheehan, Kathryn Schneider, Victor R A Cossich, Larry Katz

Introduction: We investigated the effects of an exergames-based exercise program for older adults, and its benefits on their physical literacy (PL) domains, such as physical (mobility skills), affective (motivation and confidence), cognitive (knowledge about physical activity [PA]), and behavioral (daily exertion) when compared with a conventional exercise program and no training (NT) (control). Material and Methods: Forty older adults (mean age 72 years) volunteered and were randomized within three groups-exergame training (ET; n = 15), conventional training (CT; n = 14), and NT (n = 11). ET group performed training sessions based on a commercially available exergame console, while the CT group enrolled in a convention exercise program (aerobic, strength, balance, and flexibility exercises). The training program was conducted three times a week for 6 weeks. The Timed Up and Go Test (TUG), Exercise Confidence Survey (ECS), Motives for Physical Activity Measure-Revised (MPAM-R), Knowledge and Understanding Questionnaire (K&UQ), and total PA tracking (using wearable technology) were used as the study's outcomes. Outcome variables were measured at preintervention (week 0), postintervention (week 6), and at the time of final follow-up (week 9). Results: We observed a reduction in the ET TUG time at postintervention and follow-up. Also, a significant main effect for group and moment of measurement was observed for the Fitness-Health subscore, derived from MPAM-R. The values demonstrated by ET and CT were statistically different (P = 0.01) and a within-group comparison revealed significant differences in the ET from preintervention to both postintervention and follow-up (both, P = 0.01). We did not observe any other significant difference. Conclusion: Our results suggest that a 6-week exergame-based training program may have the potential in improving the physical and affective domains of PL in community-dwelling older adults. The topics related to fitness and health seem to be of interest in this population and programs can make use of them to improve the PL domains.

引言:与传统的锻炼计划和不训练(NT)(对照)相比,我们研究了基于运动游戏的锻炼计划对老年人的影响,以及它对他们的身体识字(PL)领域的益处,如身体(行动技能)、情感(动机和信心)、认知(体育活动知识[PA])和行为(日常锻炼)。材料和方法:40名老年人(平均年龄72岁)自愿参加并随机分为三组:运动训练(ET;n = 15) ,常规训练(CT;n = 14) ,和NT(n = 11) 。ET组在商用运动游戏机的基础上进行训练,而CT组则参加了常规锻炼项目(有氧、力量、平衡和柔韧性锻炼)。培训计划每周进行三次,为期6周。研究结果使用了定时起床测试(TUG)、运动信心调查(ECS)、修订的体育活动动机测量(MPAM-R)、知识与理解问卷(K&UQ)和总PA跟踪(使用可穿戴技术)。在干预前(第0周)、干预后(第6周)和最后随访时(第9周)测量结果变量。结果:我们观察到干预后和随访时ET TUG时间减少。此外,从MPAM-R得出的健身健康分量表对群体和测量时刻也有显著的主要影响。ET和CT显示的数值有统计学差异(P = 0.01),组内比较显示,干预前、干预后和随访的ET均存在显著差异(P = 0.01)。我们没有观察到任何其他显著差异。结论:我们的研究结果表明,为期6周的基于锻炼的训练计划可能有可能改善居住在社区的老年人PL的身体和情感领域。与健身和健康相关的主题似乎对这一人群感兴趣,项目可以利用它们来改善PL领域。
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引用次数: 0
Effect of Exergaming on Quality of Life, Fatigue, and Strength and Endurance Muscle in Cancer Patients: A Randomized Crossover Trial. 运动对癌症患者生活质量、疲劳、力量和耐力肌肉的影响:一项随机交叉试验。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-10-01 Epub Date: 2023-05-08 DOI: 10.1089/g4h.2022.0161
Ricardo da Silva Alves, Jovana Maria de Carvalho, Juliana Bassalobre Carvalho Borges, Denismar Alves Nogueira, Denise Hollanda Iunes, Leonardo Cesar Carvalho

Objective: To analyze the influence of exergaming (EXE) quality of life, cancer-related fatigue (CRF), electromyography, and strength and endurance muscle in a randomized crossover trial. Methods: We conducted a single-blinded, randomized, and crossover trial, which included 38 cancer volunteers undergoing chemotherapy (Age = 60.07 ± 12.10 years; body mass index = 26.79 ± 5.33 kg/m2). All volunteers were randomized into two intervention moments: EXE and without intervention (WI) and after 1-month washout period of crossing of the evaluated moments. The intervention was performed on an EXE protocol using Xbox 360 Kinect®, with the game "Your Shape Fitness Evolved 2012" two to three times per week for 20 sessions. All volunteers were assessed the CRF and quality-of-life levels through the Functional Assessment of Chronic Illness Therapy-Fatigue (FACIT-F) questionnaire, the median frequency (MDF) by surface electromyography, maximal voluntary isometric contraction (MVIC), and the muscle endurance time at 80% MVIC of the dorsiflexors and plantar flexors using dynamometer. Results: In the comparison between EXE and WI moments, were observed increase in the scores for quality of life (P < 0.001), subscale fatigue (P < 0.001), in the MDF values of right lateral gastrocnemius muscles: P = 0.017, muscle endurance time (left dorsiflexion [LDF]: P < 0.001; right dorsiflexion [RDF]: P < 0.001; left plantar flexion [LPF]: P < 0.001; RPF: P = 0.039), and muscle strength (LDF: P < 0.001; RDF: P < 0.001; LPF: P = 0.002). Conclusion: The crossover study, the EXE protocol promoted improvement in cancer-related fatigue (CRF) and quality of life, increased MVIC, endurance time, and MDF values of the dorsiflexor and plantar flexor muscles of cancer volunteers undergoing chemotherapy.

目的:在一项随机交叉试验中分析运动游戏(EXE)生活质量、癌症相关疲劳(CRF)、肌电图以及力量和耐力肌肉的影响。方法:我们进行了一项单盲、随机和交叉试验,包括38名接受化疗的癌症志愿者(年龄 = 60.07 ± 12.10年;体重指数 = 26.79 ± 5.33 kg/m2)。所有志愿者被随机分为两个干预时刻:EXE和无干预(WI)以及评估时刻交叉的1个月冲洗期后。干预是使用Xbox 360 Kinect®在EXE协议上进行的,游戏“Your Shape Fitness Evolved 2012”每周两到三次,共20次。通过慢性疾病治疗疲劳功能评估(FACIT-F)问卷、表面肌电图的中位频率(MDF)、最大自主等长收缩(MVIC)以及使用测功机的背屈和跖屈肌在80%MVIC下的肌肉耐力时间来评估所有志愿者的CRF和生活质量水平。结果:EXE矩与WI矩比较,生活质量评分均有所提高(P P P = 0.017,肌肉耐力时间(左背屈[LDF]:P P P P = 0.039)和肌肉力量(LDF:P P P = 0.002)。结论:交叉研究,EXE方案促进了接受化疗的癌症志愿者的癌症相关疲劳(CRF)和生活质量的改善,增加了其背屈和跖屈肌的MVIC、耐力时间和MDF值。
{"title":"Effect of Exergaming on Quality of Life, Fatigue, and Strength and Endurance Muscle in Cancer Patients: A Randomized Crossover Trial.","authors":"Ricardo da Silva Alves, Jovana Maria de Carvalho, Juliana Bassalobre Carvalho Borges, Denismar Alves Nogueira, Denise Hollanda Iunes, Leonardo Cesar Carvalho","doi":"10.1089/g4h.2022.0161","DOIUrl":"10.1089/g4h.2022.0161","url":null,"abstract":"<p><p><b><i>Objective:</i></b> To analyze the influence of exergaming (EXE) quality of life, cancer-related fatigue (CRF), electromyography, and strength and endurance muscle in a randomized crossover trial. <b><i>Methods:</i></b> We conducted a single-blinded, randomized, and crossover trial, which included 38 cancer volunteers undergoing chemotherapy (Age = 60.07 ± 12.10 years; body mass index = 26.79 ± 5.33 kg/m<sup>2</sup>). All volunteers were randomized into two intervention moments: EXE and without intervention (WI) and after 1-month washout period of crossing of the evaluated moments. The intervention was performed on an EXE protocol using Xbox 360 Kinect<sup>®</sup>, with the game \"Your Shape Fitness Evolved 2012\" two to three times per week for 20 sessions. All volunteers were assessed the CRF and quality-of-life levels through the Functional Assessment of Chronic Illness Therapy-Fatigue (FACIT-F) questionnaire, the median frequency (MDF) by surface electromyography, maximal voluntary isometric contraction (MVIC), and the muscle endurance time at 80% MVIC of the dorsiflexors and plantar flexors using dynamometer. <b><i>Results:</i></b> In the comparison between EXE and WI moments, were observed increase in the scores for quality of life (<i>P</i> < 0.001), subscale fatigue (<i>P</i> < 0.001), in the MDF values of right lateral gastrocnemius muscles: <i>P</i> = 0.017, muscle endurance time (left dorsiflexion [LDF]: <i>P</i> < 0.001; right dorsiflexion [RDF]: <i>P</i> < 0.001; left plantar flexion [LPF]: <i>P</i> < 0.001; RPF: <i>P</i> = 0.039), and muscle strength (LDF: <i>P</i> < 0.001; RDF: <i>P</i> < 0.001; LPF: <i>P</i> = 0.002). <b><i>Conclusion:</i></b> The crossover study, the EXE protocol promoted improvement in cancer-related fatigue (CRF) and quality of life, increased MVIC, endurance time, and MDF values of the dorsiflexor and plantar flexor muscles of cancer volunteers undergoing chemotherapy.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"358-365"},"PeriodicalIF":2.2,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10541921/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9432266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Digital Game-Based Korean Language Learning for Russian Immigrant Children. 基于数字游戏的俄罗斯移民儿童韩语学习。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-08-01 DOI: 10.1089/g4h.2022.0031
Jeong Soo Kim, Soo Young Kim, Sun Mi Kim, Hee Jin Kim, Doug Hyun Han

Objective: With the elements of competition and reward, digital game-based learning is reportedly more effective than traditional instruction methods. Moreover, children with attention problems are reportedly often interested in internet games. We hypothesized that digital game-based learning can improve the effectiveness of educational opportunities in Russian immigrant children and could be more effective in children with attention-deficit/hyperactivity disorders (ADHD) compared with other children. Materials and Methods: This study was designed as an 8-week crossover study that comprised 4 weeks of game rounds and 4 weeks of control rounds for two groups. Wise-Ax™ is a casual digital game for vocabulary education among Russian immigrant children. To develop the game, 1200 Korean words were selected from the word pool suggested by the Korean Government's Department of Education. A total of 26 students participated in the study. At 4 and 8 weeks, all students took the Korean language ability tests. Results: The study found that more than 80% of the children were satisfied with their digital game-based Korean education, which greatly improved their Korean language ability compared with the traditional teaching methods. Children with ADHD showed a greater increase in the Korean ability test compared with children without ADHD in the game round. Conclusion: Wise-Ax could be an effective tool to help improve the Korean language ability of Russian immigrant children, especially those with ADHD.

目的:据报道,由于竞争和奖励的因素,基于数字游戏的学习比传统的教学方法更有效。此外,据报道,有注意力问题的儿童经常对网络游戏感兴趣。我们假设,基于数字游戏的学习可以提高俄罗斯移民儿童教育机会的有效性,并且与其他儿童相比,对患有注意力缺陷/多动障碍(ADHD)的儿童可能更有效。材料与方法:本研究设计为8周的交叉研究,包括两组4周的游戏回合和4周的对照回合。Wise-Ax™是一款面向俄罗斯移民儿童的词汇教育休闲电子游戏。为了开发这款游戏,从韩国政府教育厅推荐的字库中选出了1200个韩语单词。共有26名学生参与了这项研究。在第4周和第8周,所有学生都参加了韩国语能力测试。结果:研究发现,80%以上的儿童对基于数字游戏的韩语教育感到满意,与传统的教学方法相比,这大大提高了他们的韩语能力。在游戏回合中,患有多动症的儿童在韩语能力测试中比没有多动症的儿童表现出更大的增长。结论:Wise-Ax是提高俄罗斯移民儿童韩语能力的有效工具,尤其是ADHD儿童。
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引用次数: 0
Virtual Reality Exergaming Capability to Change Muscle Strategy During the Limits of Stability Test and Reduce Fear of Falling in Primary Osteoporotic Women. 虚拟现实锻炼能力改变原发性骨质疏松女性稳定性测试极限时的肌肉策略,减少对跌倒的恐惧。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-08-01 DOI: 10.1089/g4h.2022.0172
Mohammad Gilani, Giti Torkaman, Fariba Bahrami, Noushin Bayat

Objective: Muscle strength and balance impairment change the control strategy and increase the probability of falling. This study aimed to investigate the effect of 6-week strength-balance training through virtual reality exergaming (VRE) on muscle strategy during the limits of stability (LOS) test, fear of falling, and quality of life (QOL) in osteoporotic women. Materials and Methods: Twenty volunteer postmenopausal women with osteoporosis were randomly allocated to the VRE (n = 10) and traditional training (TRT as control, n = 10) groups. The VRE and TRT strength-balance training was performed for 6 weeks and three sessions per week. Before and after exercise, the muscle activity (onset time, peak root means square [PRMS]) and hip/ankle activity ratio were assessed by the wireless electromyography system. The muscle activities of the dominant leg were recorded during LOS functional test. The fall efficacy scale and QOL were assessed. Paired t-test was used to compare results within groups, and an independent t-test was used to compare the percentage changes in parameters between the two groups. Results: The VRE improved the onset time and PRMS. The VRE significantly reduced the hip/ankle activity ratio in the LOS test's forward, backward, and right directions (P < 0.05). No significant change was seen in all directions of the LOS functional test in the TRT group (P > 0.05). VRE reduced the fall efficacy scale (P = 0.042). Both VRT and TRT improved the total QOL score (P = 0.010). Conclusion: VRE was more effective in decreasing the onset time and hip/ankle ratio of muscle activation. The VRE is recommended to induce a better ability to reduce the fear of falling and control balance during functional activity in osteoporotic women. Clinical Trial Registration number: IRCT20101017004952N9.

目的:肌力和平衡障碍改变控制策略,增加跌倒概率。本研究旨在探讨通过虚拟现实锻炼(VRE)进行为期6周的力量平衡训练对骨质疏松症女性在稳定性极限(LOS)测试期间肌肉策略、摔倒恐惧和生活质量(QOL)的影响。材料与方法:将20名绝经后骨质疏松女性志愿者随机分为VRE组(n = 10)和传统训练组(TRT为对照组,n = 10)。VRE和TRT力量平衡训练进行了6周,每周三次。运动前后,采用无线肌电系统评估肌肉活动(起效时间、峰值均方根[PRMS])和髋关节/踝关节活动比。在LOS功能测试中记录主肢的肌肉活动。评估跌倒效能量表和生活质量。组内比较采用配对t检验,两组间参数变化百分率比较采用独立t检验。结果:VRE改善了起效时间和PRMS。VRE显著降低了LOS试验前、后、右三个方向的髋关节/踝关节活动比(P P > 0.05)。VRE降低了跌倒疗效量表(P = 0.042)。VRT和TRT均能提高总生活质量评分(P = 0.010)。结论:VRE能有效缩短发病时间,降低髋关节/踝关节肌肉激活比。VRE被推荐用于诱导骨质疏松症女性更好地减少对跌倒的恐惧和控制功能活动期间的平衡。临床试验注册号:IRCT20101017004952N9。
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引用次数: 2
The Effect of Virtual Reality on Cold Pain Sensitivity in Patients with Fibromyalgia and Pain-Free Individuals: A Randomized Crossover Study. 虚拟现实对纤维肌痛患者和无痛个体冷痛敏感性的影响:一项随机交叉研究。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-08-01 DOI: 10.1089/g4h.2022.0138
Steffan Wittrup McPhee Christensen, Heidi Almsborg M, Thomas Søgaard Vain M, Henrik Bjarke Vaegter

Introduction: Fibromyalgia is a complex pain syndrome with high personal and societal costs, with only few effective tools for treatment. Virtual reality (VR) may be an efficient pain management tool although the effectiveness in fibromyalgia patients is unclear. Objective: This randomized crossover study set out to 1) investigate the effect of VR on cold pain threshold, -tolerance, and -intensity in fibromyalgia patients and in pain-free individuals and 2) explore the potential relationships between the effect of VR and pain catastrophizing. Materials and Methods: Twenty-two female fibromyalgia patients and 22 sex- and age-matched pain-free individuals participated in two conditions (one with VR and one without VR) with foot immersion in 1°C-2°C cold water. The order of conditions was randomized and counterbalanced for each group. Conditions were separated by 20 minutes. Cold pain threshold, -tolerance, and -intensity were assessed during the conditions. Pain catastrophizing was assessed using the Pain Catastrophizing Scale. Results: VR induced moderate to large increases in cold pain threshold and pain tolerance compared with the control condition for both the fibromyalgia group and pain-free individuals (P < 0.03). Pain intensity was reduced after VR only in pain-free individuals (P < 0.003). Pain catastrophizing was not related to VR effect on pain threshold, -tolerance, or -intensity for any group. Conclusion: VR had a significant effect on pain threshold and tolerance in fibromyalgia patients and pain-free individuals, which supports its ability to distract from pain. Future studies exploring the VR's potential as part of clinical pain management alone or in combination with other treatments are warranted. ClinicalTrials.gov (NCT04294914).

简介:纤维肌痛是一种复杂的疼痛综合征,具有很高的个人和社会成本,只有少数有效的治疗工具。虚拟现实(VR)可能是一种有效的疼痛管理工具,尽管对纤维肌痛患者的有效性尚不清楚。目的:本随机交叉研究旨在1)探讨VR对纤维肌痛患者和无痛个体冷痛阈值、耐受性和强度的影响;2)探讨VR的影响与疼痛灾难化之间的潜在关系。材料与方法:22名女性纤维肌痛患者和22名性别和年龄相匹配的无痛个体,分别在1°C-2°C冷水中浸泡足部(VR和非VR)。每个组的条件顺序是随机的和平衡的。条件相差20分钟。在此期间评估冷痛阈值、耐受性和强度。采用疼痛灾难化量表评估疼痛灾难化程度。结果:与对照组相比,VR诱导纤维肌痛组和无痛组的冷痛阈值和疼痛耐受性中~大幅度增加(P P)。结论:VR对纤维肌痛组和无痛组的痛阈值和耐受性有显著影响,支持其转移疼痛的能力。未来的研究将探索VR作为临床疼痛管理的一部分的潜力,或者与其他治疗相结合。ClinicalTrials.gov (NCT04294914)。
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引用次数: 0
Concurrent Validity of Measures of Upper Extremity Function Derived from Videogame-Based Motion Capture for Children with Hemiplegia. 基于视频游戏的运动捕捉技术对偏瘫儿童上肢功能测量的并发有效性。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-08-01 Epub Date: 2023-03-21 DOI: 10.1089/g4h.2022.0160
Richard J Adams, Christopher D Lunsford, Richard D Stevenson, Allison L Ellington, Matthew D Lichter, James T Patrie

Objective: Pediatric hemiplegia is associated with wide-ranging deficits in arm and hand motor function, neg-atively impacting participation in daily occupations and quality of life. This study investigated whether performance measures generated during therapy videogame play by children with hemiplegia can be valid indicators of upper extremity motor function. Materials and Methods: Ten children with hemiplegia used a custom therapy game system alternatively using their affected and non-affected hand to provide motion capture data that spans a wide range of motor function status. The children also completed a series of standardized outcome measure assessments with each hand, including the Quality of Upper Extremity Skills Test, the Jebsen Taylor Hand Function Test, and the Wolf Motor Function Test. Results: Statistical analysis using the nonparametric Spearman rank correlation revealed high and significant correlation between videogame-derived motion capture measures, characterizing the speed and smoothness of movements, and the standardized outcome measure assessments. Conclusion: The results suggest that a low-cost motion capture system can be used to monitor a child's motor function status and progress during a therapy program.

目的:小儿偏瘫与广泛的手臂和手部运动功能障碍有关,对参与日常职业和生活质量造成负面影响。本研究探讨了偏瘫儿童在玩电子游戏治疗过程中产生的表现测量值是否可以作为上肢运动功能的有效指标。材料和方法:十名偏瘫儿童使用定制的治疗游戏系统,交替使用患手和非患手,以提供运动功能状态范围广泛的动作捕捉数据。孩子们还分别用两只手完成了一系列标准化结果测量评估,包括上肢技能质量测试、捷布森-泰勒手部功能测试和沃尔夫运动功能测试。结果使用非参数斯皮尔曼等级相关性进行的统计分析显示,视频游戏衍生的动作捕捉测量(表征动作的速度和流畅性)与标准化结果测量评估之间具有高度显著的相关性。结论研究结果表明,低成本的动作捕捉系统可用于监测儿童的运动功能状态以及治疗计划的进展情况。
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引用次数: 0
Feasibility and Acceptability of a Home-Based Sensory Perception Training Game for Patients with Fibromyalgia: A Pilot Study. 纤维肌痛患者家庭感官知觉训练游戏的可行性和可接受性:一项试点研究。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-08-01 DOI: 10.1089/g4h.2022.0079
Christophe Demoulin, Cerise Labory, Cloé Marcon, Joséphine Rialet Micoulau, Nadia Dardenne, Marc Vanderthommen, Jean-François Kaux

Objective: The primary aim of this pilot study was to test the feasibility and acceptability of a prototype of a novel digital system enabling somatosensory training at home by means of a gamified mobile application in patients with chronic pain. The secondary aims were to test the effect size of the intervention on clinical outcomes to power a subsequent randomized controlled trial. Materials and Methods: We conducted a pilot randomized controlled trial in patients with fibromyalgia. This was an 8-week crossover study, which included a 4-week somatosensory training phase (daily use with the novel digital system) and a 4-week control phase (no use of this new system) in a random order. Feasibility was tested by objectively measuring the adherence and retention rates. Acceptability and changes in pain and disability were measured through data from subjective questionnaires. Results: Thirty-five patients completed the study. The satisfaction questionnaire indicated high training enjoyment, ease of use for daily training and interest to continue to use the intervention after the study. The adherence (93%) and retention (94%) rates were high. The effect sizes were moderate for pain intensity (0.57). Conclusion: The novel gamified technology for remotely delivered somatosensory training is feasible in a group of patients with fibromyalgia, and results in high engagement, satisfaction, and adherence. A subsequent clinical trial with the final version of the technology platform, including a longer training with more sensory training tasks and a bigger sample size is necessary.

目的:本初步研究的主要目的是测试一种新型数字系统原型的可行性和可接受性,该系统可以通过游戏化移动应用程序在慢性疼痛患者家中进行体感训练。次要目的是测试干预对临床结果的影响大小,为随后的随机对照试验提供动力。材料和方法:我们在纤维肌痛患者中进行了一项随机对照试验。这是一项为期8周的交叉研究,其中包括4周的体感训练阶段(每天使用新型数字系统)和4周的控制阶段(不使用这种新系统),其顺序随机。通过客观测量依从性和保留率来测试可行性。通过主观问卷的数据测量疼痛和残疾的可接受性和变化。结果:35例患者完成了研究。满意度问卷显示训练享受度高,日常训练易于使用,研究结束后对继续使用干预感兴趣。粘附率(93%)和留置率(94%)均较高。疼痛强度的效应量为中等(0.57)。结论:新型的游戏化技术在纤维肌痛患者中进行远程体感训练是可行的,并且具有较高的参与度、满意度和依从性。该技术平台最终版本的后续临床试验是必要的,包括更长时间的训练,更多的感官训练任务和更大的样本量。
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引用次数: 1
Rosalind Franklin Society Proudly Announces the 2022 Award Recipient for Games for Health Journal. 罗莎琳德·富兰克林协会自豪地宣布2022年健康杂志游戏获奖者。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2023-08-01 DOI: 10.1089/g4h.2023.29180.rfs2022
Afra Çalık
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引用次数: 0
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Games for Health Journal
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