Immersive Virtual Reality Fitness Games to Improve Recovery After Colorectal Surgery: A Randomized Single Blind Controlled Pilot Trial.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2023-12-01 Epub Date: 2023-07-10 DOI:10.1089/g4h.2023.0004
Matthias C Schrempf, Johannes Zanker, Tim Tobias Arndt, Dmytro Vlasenko, Matthias Anthuber, Gernot Müller, Florian Sommer, Sebastian Wolf
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引用次数: 0

Abstract

Introduction: Early mobilization after surgery is crucial for reducing postoperative complications and restoring patients' fitness and ability to care for themselves. Immersive, activity-promoting fitness games in virtual reality (VR) can be used as a low-cost motivational adjunct to standard physiotherapy to promote recovery after surgery. In addition, they have potentially positive effects on mood and well-being, which are often compromised after colorectal surgery. The purpose of this pilot study was to evaluate the feasibility and clinical outcomes of a VR-based intervention that provides additional mobilization. Methods: Patients undergoing curative surgery for colorectal cancer were randomly assigned to an intervention group or a control group. Participants in the intervention group (VR group) received daily bedside fitness exercises using immersive, activity-promoting, virtual reality fitness games in addition to standard care during their postoperative hospital stay. Results: A total of 62 patients were randomized. The feasibility outcomes were in line with the predefined goals. In the VR group, an improvement in overall mood (+0.76 points; 95% confidence interval [CI] 0.39 to 1.12; P < 0.001) and a shift toward positive feelings were observed. The median length of hospital stay was 7.0 days in the VR group compared with 9.0 days in the control group, but the difference (2.0 days) did not reach statistical significance (95% CI -0.0001 to 3.00; P = 0.076). Surgical outcomes, health status, and measures of distress did not differ between groups. Conclusions: The study demonstrated the feasibility of a VR intervention that improved overall mood and showed a desirable effect on feelings and length of hospital stay after colorectal surgery. The results should stimulate further research investigating the potential of VR as an adjunct to physiotherapy to enhance mobilization after surgery.

沉浸式虚拟现实健身游戏提高结肠直肠癌手术后的恢复:一项随机单盲对照试验。
前言:术后早期活动对于减少术后并发症,恢复患者健康和自理能力至关重要。虚拟现实(VR)中的沉浸式、促进活动的健身游戏可以作为标准物理治疗的低成本激励辅助手段,以促进手术后的恢复。此外,它们对情绪和健康有潜在的积极影响,而这些在结直肠癌手术后往往会受到损害。这项初步研究的目的是评估基于vr的干预的可行性和临床结果,以提供额外的动员。方法:将接受根治性大肠癌手术的患者随机分为干预组和对照组。干预组(VR组)的参与者在术后住院期间除了接受标准护理外,还使用沉浸式、活动促进式、虚拟现实健身游戏进行每日床边健身锻炼。结果:共纳入62例患者。可行性结果符合预定目标。在VR组中,整体情绪的改善(+0.76分;95%置信区间[CI] 0.39 ~ 1.12;p = 0.076)。手术结果、健康状况和痛苦程度在两组之间没有差异。结论:该研究证明了VR干预的可行性,可以改善整体情绪,并在结直肠癌术后的感觉和住院时间方面显示出理想的效果。该结果应刺激进一步研究VR作为物理治疗辅助的潜力,以增强手术后的活动能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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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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