Effects of Virtual Reality Exercises on Chronic Low Back Pain: Quasi-Experimental Study.

Q2 Medicine
M Waqar Afzal, Ashfaq Ahmad, Hafiz Muhammad Bilal Hanif, Nauman Chaudhary, Syed Amir Gilani
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Abstract

Background: Low back pain is a common health problem globally. Based on the duration of pain, it is classified as acute, subacute, or chronic low back pain. Different treatment strategies are available to reduce chronic low back pain. Virtual reality (VR) is a novel approach in back pain rehabilitation.

Objective: This study aimed to compare the effects of VR games on chronic low back pain.

Methods: This quasi-experimental study was conducted among 40 patients with chronic low back pain. The data were collected using a nonprobability, convenient sampling technique. Patients visiting the Department of Physiotherapy, Government Services Hospital, Lahore, Pakistan, were recruited and equally divided into 4 groups. Group A received the Reflex Ridge game; group B received the Body Ball game; group C combined the 2 games without back-strengthening exercises; and group D combined the 2 games with back-strengthening exercises. The participants received 8 treatment sessions, with 3 sessions/wk. The outcomes were pre- and posttest measurements of pain intensity, low back disability, and lumbar range of motion. The repeated measurement ANOVA was used for inter- and intragroup comparison, with significance at P≤.05.

Results: The study comprised a sample of 40 patients with low back pain; 12 (40%) were female and 28 (60%) were male, with a mean age of 37.85 (SD 12.15) years. The pre- and posttest mean pain scores were 7.60 (SD 1.84) and 4.20 (SD 1.62) in group A, 6.60 (SD 1.776) and 5.90 (SD 1.73) in group B, 6.90 (SD 1.73) and 5.40 (SD 1.07) in group C, and 7.10 (SD 1.53) and 3.60 (SD 0.97) in group D, respectively. The mean pain score differences of group D (combining the Reflex Ridge and Body Ball games with back-strengthening exercises) compared to groups A, B, and C were -.60 (P=.76), -2.30 (P<.001), and -1.80 (P=.03), respectively. Regarding the range of motion, the forward lumbar flexion mean differences of group D compared to groups A, B, and C were 3.80 (P=.21), 4.80 (P=.07), and 7.40 (P<.001), respectively. Similarly, the right lateral lumbar flexion mean differences of group D compared to groups A, B, and C were 2.80 (P=.04), 5.20 (P<.001), and 4.80 (P<.001), respectively. The left lateral lumbar flexion mean differences of group D compared to groups A, B, and C were 2.80 (P<.001), 4.80 (P=.02), and 2.20 (P<.001). respectively, showing significant pre- and posttreatment effects.

Conclusions: VR exercises had statistically significant effects on improving pain, low back disability, and range of motion in all groups, but the combination of Reflex Ridge and Body Ball games with back-strengthening exercises had dominant effects compared to the other groups.

Trial registration: Iranian Registry of Clinical Trial IRCT20200330046895N1; https://en.irct.ir/trial/46916.

Abstract Image

虚拟现实训练对慢性腰痛的影响:准实验研究。
背景:腰痛是全球常见的健康问题。根据疼痛的持续时间,可分为急性、亚急性或慢性腰痛。不同的治疗策略可用于减轻慢性腰痛。虚拟现实(VR)是一种新型的背痛康复方法。目的:本研究旨在比较虚拟现实游戏对慢性腰痛的治疗效果。方法:对40例慢性腰痛患者进行准实验研究。数据是使用不可能的、方便的采样技术收集的。在巴基斯坦拉合尔政府服务医院理疗科就诊的患者被招募,并平均分为4组。A组接受Reflex Ridge比赛;B组接受美体球比赛;C组将不进行背部强化训练的2个游戏合并;D组将2个游戏与背部强化训练相结合。参与者接受了8次治疗,每次3次。结果是测试前和测试后对疼痛强度、下背部残疾和腰椎活动范围的测量。重复测量方差分析用于组间和组内比较,显著性P≤.05。结果:该研究包括40名腰痛患者的样本;女性12例(40%),男性28例(60%),平均年龄37.85岁(SD 12.15)。测试前和测试后的平均疼痛评分A组分别为7.60(SD 1.84)和4.20(SD 1.62),B组分别为6.60(SD 1.776)和5.90(SD 1.76),C组分别为6.90(SD 1.75)和5.40(SD 1.07),D组分别为7.10(SD 1.53)和3.60(SD 0.97)。D组(将反射脊和身体球游戏与背部强化训练相结合)与A、B和C组相比,平均疼痛评分差异为-0.60(P=.76),-2.30(结论:VR运动在所有组中对改善疼痛、下背部残疾和运动范围具有统计学上显著的效果,但与其他组相比,反射脊和身体球游戏与背部强化运动相结合具有主导作用。试验注册:伊朗临床试验注册中心IRCT202000330046895N1;https://en.irct.ir/trial/46916.
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
4.20
自引率
0.00%
发文量
31
审稿时长
12 weeks
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