Pulmonary and Physical Virtual Reality Exercises for Patients With Blunt Chest Trauma: Randomized Clinical Trial.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-12-09 DOI:10.2196/54389
Tjitske D Groenveld, Indy Gm Smits, Naomi Scholten, Marjan de Vries, Harry van Goor, Vincent Ma Stirler
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引用次数: 0

Abstract

Background: Adequate pain relief, early restoration of breathing, and rapid mobilization pose a clinical challenge in patients with blunt chest trauma. Virtual reality (VR) has the potential to achieve these 3 interrelated treatment objectives with enhanced self-efficacy and autonomy of patients and limited support by clinicians.

Objective: This study aimed to assess the effectivity of breathing and physical exercises using VR on the pulmonary recovery of patients with blunt chest trauma at the ward.

Methods: A pilot randomized controlled trial was performed. The control group received usual physiotherapy consisting of protocolized breathing exercises (8 times daily for 10 minutes) and physical exercises (2 times daily for 10 minutes). The VR group was instructed to perform these exercises using VR. The primary outcome was vital lung capacity at day 5 or earlier at discharge. Secondary outcomes were patient mobility (time standing, lying, and sitting), clinical outcomes (length of hospital stay, pulmonary complications, transfer to intensive care unit, and readmission within 30 days), pain, activities of daily living, patient-reported outcome measures (satisfaction and quality of recovery). Patient experiences and barriers and facilitators toward implementation were assessed through interviews.

Results: The study was prematurely ended due to enrollment failure combined with poor protocol adherence to exercises in both groups. A total of 27 patients were included, of which 19 patients completed 3 or more days. Vital lung capacity at 5 days (or last measurement) was equal between groups with 1830 (SD 591) mL and 1857 (SD 435) mL in the control and VR groups, respectively. No marked differences were observed in secondary outcomes. Patient interviews showed positive attitudes toward the use of VR, describing that visualization of the exercises helped patients to perform the exercises correctly and to continue the exercises for a longer duration. Also, patients experienced the immersiveness of VR as an analgesic. However, patients did not experience added value over usual care and reported that better integration in treatment and the hectic hospital environment could improve the use of the VR exercises.

Conclusions: The suitability of patients to use virtual reality therapy (VRx) in a hospital (trauma) ward setting is lower than generally expected. Effective application of VRx requires professional guidance and needs thorough alignment with clinical practice. For future research, we recommend to chart adherence to study protocol before designing a VR clinical trial. Patient-reported experiences need to be prioritized in evaluating VR acceptance, usability, and effectiveness. In line, we recommend performing a systematic analysis (eg, using the technology acceptance model) on the acceptance before pilot or main effectiveness studies. Finally, the eligibility of patients and exclusion of patients due to the inability to use VRx should be routinely reported.

Trial registration: ClinicalTrials.gov NCT05194176; https://tinyurl.com/2bzh4tzx.

肺和物理虚拟现实练习钝性胸外伤患者:随机临床试验。
背景:充分止痛、尽早恢复呼吸和快速移动是钝性胸部创伤患者面临的临床挑战。虚拟现实(VR)有可能实现这三个相互关联的治疗目标,同时增强患者的自我效能和自主性,而临床医生的支持有限:本研究旨在评估使用 VR 进行呼吸和体能训练对病房钝性胸部创伤患者肺功能恢复的影响:方法:进行试点随机对照试验。对照组接受常规物理治疗,包括规范的呼吸练习(每天 8 次,每次 10 分钟)和体能练习(每天 2 次,每次 10 分钟)。VR 组则接受使用 VR 进行这些练习的指导。主要结果是第 5 天或更早出院时的肺活量。次要结果是患者的活动能力(站立、躺卧和坐的时间)、临床结果(住院时间、肺部并发症、转入重症监护室和 30 天内再次入院)、疼痛、日常生活活动、患者报告的结果测量(满意度和康复质量)。通过访谈对患者的经历、实施障碍和促进因素进行了评估:由于两组患者的入组失败,加之运动方案的依从性较差,研究提前结束。共有 27 名患者被纳入研究,其中 19 名患者完成了 3 天或 3 天以上的训练。对照组和 VR 组在 5 天(或最后一次测量)时的肺活量相同,分别为 1830(标清 591)毫升和 1857(标清 435)毫升。在次要结果方面没有观察到明显差异。患者访谈显示,他们对使用 VR 持积极态度,认为可视化练习有助于患者正确完成练习并延长练习时间。此外,患者还体验到了 VR 的身临其境的镇痛效果。然而,患者并没有体验到比常规护理更多的价值,他们表示,更好地融入治疗和紧张的医院环境可以提高虚拟现实练习的使用率:结论:患者在医院(创伤)病房环境中使用虚拟现实疗法(VRx)的适宜性低于一般预期。虚拟现实疗法的有效应用需要专业指导,并与临床实践充分结合。对于未来的研究,我们建议在设计虚拟现实临床试验之前,先将研究方案的遵守情况绘制成图表。在评估 VR 的接受度、可用性和有效性时,需要优先考虑患者报告的体验。因此,我们建议在试点或主要有效性研究之前,对接受度进行系统分析(如使用技术接受度模型)。最后,应定期报告患者的资格以及因无法使用 VRx 而被排除在外的患者情况:试验注册:ClinicalTrials.gov NCT05194176;https://tinyurl.com/2bzh4tzx。
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
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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