Effectiveness of a smartphone-based virtual reality intervention on balance and functional mobility in children with acute lymphoblastic leukemia: A pre-post experimental study.

IF 0.9 4区 医学 Q4 ONCOLOGY
Indian journal of cancer Pub Date : 2024-01-01 Epub Date: 2024-03-01 DOI:10.4103/ijc.ijc_1034_21
Revati J Nalawade, Deepa C Metgud, Abhilasha A Sampagar
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引用次数: 0

Abstract

Background: The odds of survival of children with acute lymphoblastic leukemia (ALL) has increased markedly owing to a better understanding of pathogenesis, adoption of risk stratification therapy, and availability of newer therapeutic agents. These drugs, however, may affect balance and functional mobility, leading to activity restrictions. Virtual reality (VR) is a promising rehabilitation program for motor difficulties. The study, therefore, aimed to determine the effect of a smartphone-based VR intervention on balance and functional mobility in children with ALL.

Methods: The pre-post experimental study included 32 children with ALL between 4 and 18 years of age. They received smartphone-based VR intervention every day for a period of 2 weeks, with each session lasting for 30 minutes. Each session included five VR games that were played by the child for 5 minutes each, with 1 minute rest between the games. Pre- and post-intervention, balance and functional mobility were evaluated using the balance subset of Bruininks Oseretsky Test of Motor Proficiency, second edition (BOT-2) and the Timed Up and Go (TUG) test, respectively.

Results: Children with ALL demonstrated a significant improvement in balance post-intervention, with a mean difference of 2.22 ± 1.75 ( P < 0.0001). Functional mobility improved with a mean difference of 1.12 ± 1.09 ( P < 0.0001). There was an improvement of 8.04% and 11.04% in balance and functional mobility, respectively.

Conclusion: The study concluded that a 2-week smartphone-based VR intervention is effective in improving balance and functional mobility in children with ALL.

基于智能手机的虚拟现实干预对急性淋巴细胞白血病患儿的平衡和功能活动能力的影响:前后实验研究。
背景:由于对发病机理有了更深入的了解、采用了风险分层疗法以及有了更新的治疗药物,急性淋巴细胞白血病(ALL)患儿的生存几率明显增加。然而,这些药物可能会影响平衡和功能活动能力,导致活动受限。虚拟现实(VR)是一种治疗运动障碍的前景广阔的康复方案。因此,本研究旨在确定基于智能手机的 VR 干预对 ALL 患儿的平衡和功能活动能力的影响:实验前-实验后研究包括32名4至18岁的ALL患儿。他们每天接受基于智能手机的 VR 干预,为期两周,每次 30 分钟。每个疗程包括 5 个 VR 游戏,每个游戏 5 分钟,游戏之间休息 1 分钟。干预前和干预后,分别使用布鲁宁克-奥塞瑞斯基运动能力测试第二版(BOT-2)的平衡子集和定时上下(TUG)测试对儿童的平衡能力和功能活动能力进行评估:干预后,ALL患儿的平衡能力明显改善,平均差异为(2.22 ± 1.75)(P < 0.0001)。功能活动能力得到改善,平均差异为(1.12 ± 1.09)(P < 0.0001)。平衡能力和功能活动能力分别提高了 8.04% 和 11.04%:研究结论:为期两周的智能手机虚拟现实干预能有效改善ALL患儿的平衡能力和功能活动能力。
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
Indian journal of cancer
Indian journal of cancer Medicine-Oncology
CiteScore
1.40
自引率
0.00%
发文量
67
审稿时长
>12 weeks
期刊介绍: Indian Journal of Cancer (ISSN 0019-509X), the show window of the progress of ontological sciences in India, was established in 1963. Indian Journal of Cancer is the first and only periodical serving the needs of all the specialties of oncology in India.
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