Francis Fatoye, Tadesse Gebrye, Chidozie Emmanuel Mbada, Clara T Fatoye, Moses O Makinde, Salami Ayomide, Blessing Ige
{"title":"虚拟现实游戏与临床麦肯齐延伸疗法治疗慢性非特异性腰痛的成本效益比较","authors":"Francis Fatoye, Tadesse Gebrye, Chidozie Emmanuel Mbada, Clara T Fatoye, Moses O Makinde, Salami Ayomide, Blessing Ige","doi":"10.1177/20494637221109108","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Low-back pain (LBP) is a major public health problem globally and its direct and indirect healthcare costs are growing rapidly. Virtual reality involving the use of video games or non-game applications are alternatives to conventional face-to-face physical therapy for LBP. The purpose of this study was to assess the cost-effectiveness of Back Extension-Virtual Reality Game (BE-VRG) compared to Clinic-based McKenzie therapy (CBMT) for chronic non-specific LBP in Nigeria.</p><p><strong>Methods: </strong>Patients with chronic non-specific LBP were randomised into either BE-VRG or CBMT group. Patients' level of disability was assessed using Oswestry Disability Index (ODI) at week 4 and week 8. ODI was mapped to SF-6D to generate quality adjusted life years (QALYs) used for cost-effectiveness analysis. Resource use and costs were assessed based on rehabilitation services from a healthcare perspective. Cost-effectiveness analysis which included direct healthcare costs was conducted. Incremental cost per QALY was also calculated.</p><p><strong>Results: </strong>Forty-six patients (BE-VRG, <i>n</i> = 22; CBMT, <i>n</i> = 24) with the mean (±SD) age of 32.6 ± (11.5) years for BE-VRG and 48.8 ± (10.2) years for CBMT intervention completed in this study. The mean direct health costs per patient were USD100.67 and USD106.3 for BE-VRG and CBMT, respectively. The mean quality adjusted life years at week 4 and week 8 were (BE-VRG, 0.0574 ± (0.002); CBMT, 0.0548 ± (0.002)); and (BE-VRG; 0.116 ± (0.002); CBMT; 0.114 ± (0.004)), respectively. Incremental cost-effectiveness ratio showed that BE-VRG arm was less costly and more effective than CBMT.</p><p><strong>Conclusion: </strong>The findings of this study suggest that BE-VRG was cost saving for chronic non-specific LBP compared to CBMT. This evidence could guide policy makers, payers and clinicians in evaluating BE-VRG as a treatment option for people with chronic non-specific LBP.</p>","PeriodicalId":46585,"journal":{"name":"British Journal of Pain","volume":null,"pages":null},"PeriodicalIF":1.3000,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9703246/pdf/","citationCount":"2","resultStr":"{\"title\":\"Cost effectiveness of virtual reality game compared to clinic based McKenzie extension therapy for chronic non-specific low back pain.\",\"authors\":\"Francis Fatoye, Tadesse Gebrye, Chidozie Emmanuel Mbada, Clara T Fatoye, Moses O Makinde, Salami Ayomide, Blessing Ige\",\"doi\":\"10.1177/20494637221109108\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Background: </strong>Low-back pain (LBP) is a major public health problem globally and its direct and indirect healthcare costs are growing rapidly. 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引用次数: 2
摘要
背景:腰痛(LBP)是全球主要的公共卫生问题,其直接和间接医疗成本正在迅速增长。虚拟现实包括使用视频游戏或非游戏应用程序,是传统面对面物理治疗LBP的替代方案。本研究的目的是评估背部伸展-虚拟现实游戏(BE-VRG)与基于临床的麦肯齐疗法(CBMT)在尼日利亚治疗慢性非特异性LBP的成本效益。方法:慢性非特异性LBP患者随机分为BE-VRG组和CBMT组。在第4周和第8周采用Oswestry残疾指数(ODI)评估患者的残疾水平。ODI映射到SF-6D生成质量调整寿命年(QALYs),用于成本-效果分析。从保健角度对康复服务的资源使用和成本进行了评估。进行了包括直接医疗保健费用在内的成本效益分析。还计算了每个QALY的增量成本。结果:46例患者(BE-VRG, n = 22;CBMT, n = 24), BE-VRG组的平均(±SD)年龄为32.6±(11.5)岁,CBMT组的平均(±SD)年龄为48.8±(10.2)岁。BE-VRG和CBMT的平均每位患者直接医疗费用分别为100.67美元和106.3美元。第4周和第8周的平均质量调整生命年(BE-VRG, 0.0574±(0.002);Cbmt, 0.0548±(0.002));和(BE-VRG;0.116±(0.002);CBMT;分别为0.114±(0.004))。增量成本-效果比表明,BE-VRG组比CBMT成本更低,效果更好。结论:本研究结果表明,与CBMT相比,BE-VRG治疗慢性非特异性LBP可节省成本。这一证据可以指导决策者、支付方和临床医生评估BE-VRG作为慢性非特异性LBP患者的治疗选择。
Cost effectiveness of virtual reality game compared to clinic based McKenzie extension therapy for chronic non-specific low back pain.
Background: Low-back pain (LBP) is a major public health problem globally and its direct and indirect healthcare costs are growing rapidly. Virtual reality involving the use of video games or non-game applications are alternatives to conventional face-to-face physical therapy for LBP. The purpose of this study was to assess the cost-effectiveness of Back Extension-Virtual Reality Game (BE-VRG) compared to Clinic-based McKenzie therapy (CBMT) for chronic non-specific LBP in Nigeria.
Methods: Patients with chronic non-specific LBP were randomised into either BE-VRG or CBMT group. Patients' level of disability was assessed using Oswestry Disability Index (ODI) at week 4 and week 8. ODI was mapped to SF-6D to generate quality adjusted life years (QALYs) used for cost-effectiveness analysis. Resource use and costs were assessed based on rehabilitation services from a healthcare perspective. Cost-effectiveness analysis which included direct healthcare costs was conducted. Incremental cost per QALY was also calculated.
Results: Forty-six patients (BE-VRG, n = 22; CBMT, n = 24) with the mean (±SD) age of 32.6 ± (11.5) years for BE-VRG and 48.8 ± (10.2) years for CBMT intervention completed in this study. The mean direct health costs per patient were USD100.67 and USD106.3 for BE-VRG and CBMT, respectively. The mean quality adjusted life years at week 4 and week 8 were (BE-VRG, 0.0574 ± (0.002); CBMT, 0.0548 ± (0.002)); and (BE-VRG; 0.116 ± (0.002); CBMT; 0.114 ± (0.004)), respectively. Incremental cost-effectiveness ratio showed that BE-VRG arm was less costly and more effective than CBMT.
Conclusion: The findings of this study suggest that BE-VRG was cost saving for chronic non-specific LBP compared to CBMT. This evidence could guide policy makers, payers and clinicians in evaluating BE-VRG as a treatment option for people with chronic non-specific LBP.
期刊介绍:
British Journal of Pain is a peer-reviewed quarterly British journal with an international multidisciplinary Editorial Board. The journal publishes original research and reviews on all major aspects of pain and pain management. Reviews reflect the body of evidence of the topic and are suitable for a multidisciplinary readership. Where empirical evidence is lacking, the reviews reflect the generally held opinions of experts in the field. The Journal has broadened its scope and has become a forum for publishing primary research together with brief reports related to pain and pain interventions. Submissions from all over the world have been published and are welcome. Official journal of the British Pain Society.