比较虚拟现实 Exergames 和核心稳定练习对慢性非特异性腰痛患者的认知因素、疼痛和恐惧避免信念的急性影响。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-11-28 DOI:10.1089/g4h.2024.0003
Naghme Massah, Sedighe Kahrizi, Randy Neblett
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引用次数: 0

摘要

研究目的在这项研究中,我们旨在调查和比较外部游戏(EXG)和核心稳定练习(CSE)对慢性腰背痛(CLBP)患者的认知因素、疼痛、情绪和恐惧逃避信念(FAB)的急性影响。材料与方法:在一项单盲临床试验中,40 名慢性腰背痛患者被随机分配到 EXG 组或 CSEs 组。EXG 组使用 Xbox Kinect 设备参与单节外部游戏,而 CSEs 组则完成单节普通核心稳定性练习。在每次干预前后都对注意力、工作记忆、疼痛强度、情绪状态和 FAB 进行了测量。结果显示结果显示,在改善认知反应时间、疼痛强度、FAB 和积极情绪状态方面,单节 EXG 明显比 CSE 更有效(P ≤ 0.05)。此外,与 CSE 相比,EXG 的参与者在运动后的体力消耗感知较低。结论:与传统的运动干预相比,EXG对CLBP可能具有潜在的治疗优势。
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Comparison of the Acute Effects of Virtual Reality Exergames and Core Stability Exercises on Cognitive Factors, Pain, and Fear Avoidance Beliefs in People with Chronic Nonspecific Low Back Pain.

Objective: In this study, we aimed to investigate and compare the acute effects of exergames (EXG) and core stability exercises (CSEs) on cognitive factors, pain, mood, and fear-avoidance beliefs (FAB) in individuals with chronic low back pain (CLBP). Materials and Methods: In a single-blinded clinical trial, 40 participants with CLBP were randomly assigned to either the EXG group or the CSEs group. The EXG group engaged in a single session of exergames using the Xbox Kinect device, while the CSEs group completed a single session of common core stability exercises. Measurements of attention, working memory, pain intensity, mood states, and FAB were taken before and after each intervention. Results: The results showed that a single session of EXG was significantly more effective than CSEs in improving cognitive reaction time, pain intensity, FAB, and positive mood states (P ≤ 0.05). Additionally, participants reported lower perceived exertion due to exercising following EXG compared with CSEs. Conclusion: EXG may have potential therapeutic advantages over traditional exercise interventions for CLBP.

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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
期刊最新文献
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