研究沉浸式虚拟现实辅助下肢力量训练治疗膝骨关节炎的可行性、可接受性和初步疗效:混合方法试点随机对照试验》。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-09-27 DOI:10.2196/52563
Hermione Hin Man Lo, Marques Ng, Pak Yiu Hugo Fong, Harmony Hoi Ki Lai, Bo Wang, Samuel Yeung-Shan Wong, Regina Wing Shan Sit
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引用次数: 0

摘要

背景:膝关节骨性关节炎通常会导致严重疼痛、活动受限、心理困扰和生活质量下降。尽管下肢力量训练是膝关节骨关节炎的核心治疗方法,但坚持训练仍是一项挑战,这促使人们探索利用虚拟现实技术(VR)来提高锻炼的依从性。最近的研究表明,虚拟现实技术在改善膝关节骨性关节炎的疼痛管理和功能疗效方面具有潜力,因此有必要进一步探索身临其境的虚拟现实技术:我们旨在研究沉浸式 VR 辅助下肢力量训练治疗膝骨关节炎(VRiKnee)的可行性、可接受性和初步疗效:在 30 名膝关节骨关节炎患者中开展了一项融合、平行、混合方法研究。经过 1:1 随机分配后,VRiKnee 组(人数=15)被分配到使用头戴式显示器在沉浸式环境中进行重复同心股四头肌和等长阔中肌斜肌锻炼,为期 12 周。对照组(15 人)在没有 VRiKnee 的情况下完成同样的练习。VRiKnee 参与者在第 12 周时接受了访谈,以研究 VRiKnee 的可接受性和用户体验。定量数据包括可行性结果(如招募率、退出率和锻炼坚持率)和有效性结果(如数字评分量表、西安大略和麦克马斯特大学骨关节炎指数(100 分)疼痛和功能分量表,以及使用 ActivPAL 加速计通过代谢当量任务测量的客观体力活动)。通过主题分析对定性数据进行分析,然后使用联合显示与定量数据进行整合:招募率为 100%(N=30),在 7.57 周内招募了 30 名参与者。中位年龄为 63.5(IQR 61.8-66.3)岁,女性占 76%(n=23)。VRiKnee 组和对照组的回复率分别为 80% 和 93%。VRiKnee 组的辍学率为 13%,对照组为 7%。VRiKnee 运动坚持率中位数为 77%(IQR 37-104%),对照组为 62%(IQR 40-166%),坚持率在本研究期间有所下降,组间差异不显著(P=.82)。虽然在疼痛和僵硬方面观察到了积极的趋势,但在主要和次要结果方面没有观察到有统计学意义的差异。VRiKnee 组中有 5 名(33%)参与者报告了晕车症状。在定性分析中,共产生了 4 个主题、11 个次主题和 16 句引语,确定了 VRiKnee 的促进因素和障碍,并提出了提高 VRiKnee 可用性的实用建议:VRiKnee在治疗膝关节骨性关节炎方面具有可行性、可接受性和潜在疗效。未来,样本量更大、VR 设计更好的试验将证实其在临床实践中的作用。
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Examining the Feasibility, Acceptability, and Preliminary Efficacy of an Immersive Virtual Reality-Assisted Lower Limb Strength Training for Knee Osteoarthritis: Mixed Methods Pilot Randomized Controlled Trial.

Background: Knee osteoarthritis prevalently causes significant pain, activity limitations, psychological distress, and reduced quality of life. Despite lower limb strength training being a core treatment for knee osteoarthritis, adherence remains a challenge, prompting the exploration of virtual reality (VR) to improve exercise compliance. Recent research suggests the potential of VR in providing enhanced pain management and functional outcomes for knee osteoarthritis, necessitating further exploration of immersive VR technology.

Objective: We aimed to study the feasibility, acceptability, and preliminary efficacy of an immersive VR-assisted lower limb strength training for knee osteoarthritis (VRiKnee).

Methods: A convergent, parallel, mixed methods study was conducted in 30 participants with knee osteoarthritis. After 1:1 randomization, the VRiKnee group (n=15) was assigned to perform repetitive concentric quadriceps and isometric vastus medialis oblique exercise in an immersive environment using a head-mounted display for 12 weeks. The control group (n=15) completed the same exercises without VRiKnee. VRiKnee participants were interviewed at week 12 to study VRiKnee acceptability and user experience. Quantitative data included feasibility outcomes such as recruitment, dropout, and exercise adherence rates, and effectiveness outcomes such as the numeric rating scale, the Western Ontario and McMaster Universities Osteoarthritis Index (100 points) pain and function subscales, and objective physical activity measured by metabolic equivalents of task using an ActivPAL accelerometer. Qualitative data were analyzed by thematic analysis, followed by integration with quantitative data using joint displays.

Results: The recruitment rate was 100% (N=30), with enrollment of 30 participants in 7.57 weeks. The median age was 63.5 (IQR 61.8-66.3) years, with 76% (n=23) being female. The response rates were 80% and 93% for the VRiKnee and control groups. Dropout rates were 13% for VRiKnee and 7% for the control group. Median exercise adherence was 77% (IQR 37-104%) for VRiKnee and 62% (IQR 40-166%) for the control group, respectively, with adherence reduction over this study's period and no significant intergroup differences (P=.82). No statistically significant differences were observed in primary and secondary outcomes, though positive trends were observed in pain and stiffness. Cybersickness was reported by 5 (33%) participants in the VRiKnee group. In the qualitative analysis, 4 themes, 11 subthemes, and 16 quotes were generated, identifying facilitators and barriers with practical suggestions to enhance the usability of VRiKnee.

Conclusions: VRiKnee demonstrated feasibility, acceptability, and potential efficacy in managing knee osteoarthritis. Future trials of larger sample sizes and better VR designs will confirm its role in clinical practice.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
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