Exergame 对肩关节撞击综合征患者疼痛、功能和生活质量的影响:前瞻性随机对照研究》。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-04-01 Epub Date: 2024-02-23 DOI:10.1089/g4h.2023.0108
Aysun Özlü, Sema Üstündağ, Dilan Bulut Özkaya, Ahmet Kıvanç Menekşeoğlu
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引用次数: 0

摘要

研究目的本研究旨在调查在家庭锻炼计划中加入以虚拟现实(VR)为媒介的游戏化康复计划对肩撞击综合征患者疼痛、功能和生活质量的影响。研究方法在 2022 年 1 月至 7 月期间,48 名肩关节撞击综合征患者参加了这项前瞻性、随机、单盲研究。参与者被随机分为两组:VR 组(24 人)和对照组(24 人)。所有参与者都接受了为期 3 周的家庭锻炼计划,每周 5 次。VR 组的参与者接受了 15 节(每节 45 分钟)游戏化的肩部锻炼计划,并佩戴了沉浸式 VR 头显,而对照组的参与者则接受了 15 节(每节 45 分钟)有指导的治疗性锻炼。采用 36 项简表调查(SF-36)、运动范围(ROM)测量、视觉模拟量表(VAS)和肩痛与残疾量表(SPADI)对参与者进行评估,并对治疗前后的情况进行比较。结果在基线评估中,两组的人口统计学和临床参数相同。治疗后,VR 组的肩关节伸展和内收 ROM 明显增大,治疗后 SPADI 和 SF-36 的疼痛分量表明显降低。结论对于肩关节撞击综合征患者,在家庭锻炼计划中加入以VR为媒介的游戏化锻炼计划,可增加肩关节的活动度,降低疼痛评分。还需要进一步的临床研究来证明,在临床环境中添加以 VR 为媒介的游戏化练习来治疗这种疾病的长期疗效。
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Effect of Exergame on Pain, Function, and Quality of Life in Shoulder Impingement Syndrome: A Prospective Randomized Controlled Study.

Objective: This study aimed to investigate the effect of a virtual reality (VR)-mediated gamified rehabilitation program added to a home exercise program on pain, functionality, and quality of life in shoulder impingement syndrome. Methods: Forty-eight participants with shoulder impingement syndrome were included in this prospective, randomized, single-blind study between January and July 2022. The participants were randomized into two groups: the VR group (n = 24) and the control group (n = 24). All participants were given a home exercise program for 3 weeks, with five sessions per week. The participants in the VR group received 15 sessions (45 minutes each session) of a gamified shoulder exercise program with an immersive VR headset, while those in the control group received 15 sessions (45 minutes each session) of supervised therapeutic exercises. The participants were evaluated and compared before and after treatment using the 36-item Short Form Survey (SF-36), range-of-motion (ROM) measurements, the Visual Analog Scale (VAS), and the Shoulder Pain and Disability Scale (SPADI). Results: At the baseline assessment, the two groups were homogenous regarding demographic and clinical parameters. The post-treatment shoulder extension and adduction ROM was significantly greater in the VR group and the post-treatment pain subscales for SPADI and SF-36 were significantly lower in the VR group. Conclusion: In individuals with shoulder impingement syndrome, a VR-mediated gamified exercise program added to a home exercise program increased shoulder ROM and reduced pain scores. Further clinical studies are needed to prove the long-term efficacy of the addition of VR-mediated gamified exercises to the treatment of this condition in clinical settings.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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