Sebahat Yaprak Cetin, Saniye Yardim, Mert Dogan, Gulsah Sütçü Uçmak, Ozgun Kaya Kara, Ayse Ayan
{"title":"The Effects of Technology-Based Rehabilitation in Rheumatic Diseases with Hand Involvement: A Single Blind Randomized Controlled Trial.","authors":"Sebahat Yaprak Cetin, Saniye Yardim, Mert Dogan, Gulsah Sütçü Uçmak, Ozgun Kaya Kara, Ayse Ayan","doi":"10.1089/g4h.2024.0164","DOIUrl":"10.1089/g4h.2024.0164","url":null,"abstract":"<p><p><b><i>Objective:</i></b> The aim of this study was to examine the effect of technology-based rehabilitation on grip strength, functionality, and disease activity in rheumatic diseases with hand involvement, and to compare these effects with the effects of conventional hand rehabilitation and with a control group that continued routine life. <b><i>Materials and Methods:</i></b> The study included 45 patients, with a mean age of 52.24 ± 10.03 years, who were diagnosed with rheumatic disease involving the hand. The patients were randomized to an intervention group (<i>n</i> = 15), conventional group (<i>n</i> = 15), and control group (<i>n</i> = 15). A virtual reality (VR) application with a leap motion controller (LMC) device was applied to the intervention group and stretching and strengthening exercises were applied to the conventional exercise group twice a week for 8 weeks. Evaluations were made using the Disease Activity Score-28, dynamometer, pinch meter, Michigan hand outcome test, Duruöz Hand Index, Jebsen hand function test, and 9-hole peg test. <b><i>Results:</i></b> A significant difference was determined in favor of the LMC group in terms of the Jebsen Hand Function test, 9-hole peg test and grip strength after the intervention (<i>P</i> < 0.05). <b><i>Conclusion:</i></b> For patients with rheumatic diseases with hand involvement, VR rehabilitation via LMC under the guidance of a physiotherapist has positive effects on the patients' grip strength and hand functions. Developing approaches that will maintain patients' motivation for exercise during the treatment process may help increase and maintain these effects.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"332-343"},"PeriodicalIF":2.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143773671","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mariana da Palma Valério, Silvia Regina Matos da Silva Boschi, Danilo Luque Ribeiro, André Roberto Fernandes da Silva, Luan de Almeida Moura, Gabrielli Delbone Alexandre, Thamires da Silva Copeski, Giovanna Cordeiro Longuinho, Silvia Cristina Martini, Terigi Augusto Scardovelli, Alessandro Pereira da Silva
{"title":"Proposal of a Serious Game for Dynamic Balance Training Using a Force Platform: A Pilot Study.","authors":"Mariana da Palma Valério, Silvia Regina Matos da Silva Boschi, Danilo Luque Ribeiro, André Roberto Fernandes da Silva, Luan de Almeida Moura, Gabrielli Delbone Alexandre, Thamires da Silva Copeski, Giovanna Cordeiro Longuinho, Silvia Cristina Martini, Terigi Augusto Scardovelli, Alessandro Pereira da Silva","doi":"10.1089/g4h.2023.0194","DOIUrl":"10.1089/g4h.2023.0194","url":null,"abstract":"<p><p><b><i>Background:</i></b> Physical training to improve balance in the elderly has shown excellent results, but maintaining consistent participation in such programs is challenging. <b><i>Objective:</i></b> To address this, a laterolateral balance simulation game controlled by a biaxial force platform was developed to support balance rehabilitation and encourage regular training. <b><i>Method:</i></b> The game was created using the Unity engine, with 3D models designed in Blender, including the \"Relaxed Man Character\" asset for the avatar. The player's objective is to maintain balance on a virtual board supported by a cylinder, controlled via the biaxial force platform. Validation involved structural tests, usability testing (System Usability Scale), and a pilot test with 10 healthy young volunteers. Statistical analysis was conducted using the Shapiro-Wilk and <i>t</i>-Student tests (<i>P</i> < 0.05) in Jamovi software. <b><i>Results:</i></b> Results indicated that the game performed as expected, and the usability test yielded an excellent score (81.5 points) from experts. The pilot test revealed that individualized calibration allowed for personalized training, with volunteers' scores improving by 17.6% in the second session of day 1, 26% in the first session of day 2, and 8.5% in the second session of day 2. <b><i>Conclusion:</i></b> The balance simulation effectively replicated the foot pressure movements needed to control an avatar on a virtual board. This personalized approach made the game accessible and easy to use for players. Future work will involve testing the game with the target elderly population, increasing the number of sessions, and analyzing muscle activation to fully determine the game's impact.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"312-320"},"PeriodicalIF":2.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143694057","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jeong Soo Kim, Soo Young Kim, Sungah Chung, Sun Mi Kim, Doug Hyun Han
{"title":"Enhancing English Proficiency in Korean Schoolchildren with Problematic Behaviors: Efficacy of Digital Game-Based Learning.","authors":"Jeong Soo Kim, Soo Young Kim, Sungah Chung, Sun Mi Kim, Doug Hyun Han","doi":"10.1089/g4h.2024.0151","DOIUrl":"10.1089/g4h.2024.0151","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Language learning through computer games has been suggested to enhance language abilities compared with traditional learning methods. Training in language skills may also improve self-control and reduce problematic behaviors in children and adolescents. We hypothesized that computer game-based language training could be more effective than classical language instruction. Furthermore, we propose that the enhanced language skills obtained through computer game language training could correspond with improvements in problematic behaviors within this group. <b><i>Materials and Methods:</i></b> This was an 8-week crossover trial consisting of 4 weeks of gaming rounds and 4 weeks of control rounds for two groups. Wise-Ax English is a casual digital game developed for English vocabulary education targeting Korean children. The game incorporates 500 English words selected from a pool designated by the Korean Ministry of Education. The study included 38 Korean students. At the 4-week and 8-week marks, all students were assessed with English competency tests. <b><i>Results:</i></b> Over 80% of the participants expressed satisfaction with the digital game-based English education, noting significant improvements in their English abilities compared with those achieved using traditional English classes. During the gaming rounds, children with problematic behaviors demonstrated improvement in test scores relative to their peers without such behaviors. <b><i>Conclusion:</i></b> The educational game Wise-Ax English can effectively enhance English language skills among Korean elementary school students. Notably, the effectiveness of Wise-Ax English was more pronounced in students exhibiting higher levels of problematic behavior and anxiety.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"295-304"},"PeriodicalIF":2.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142741048","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Test-Retest Reliability and Precision of GripAble: A Multipurpose Exergaming Device.","authors":"Roman Kudin, Halil Ibrahim Ergen, Corey W McGee","doi":"10.1089/g4h.2024.0216","DOIUrl":"10.1089/g4h.2024.0216","url":null,"abstract":"<p><p><b><i>Objective:</i></b> GripAble is a novel upper limb motor function assessment and exergaming device. In this study, we aimed to (1) establish its test-retest reliability and precision and (2) determine which method of reporting (i.e., based on one, two, or three trials) yields the greatest reliability and precision when testing hand grip strength (HGS) in healthy-handed adults. <b><i>Materials and Methods:</i></b> Purposeful sampling was used to recruit a diverse sample of adults according to sex, age, and race. Data were collected during two sessions approximately 2 weeks apart. During each session, three trials of maximal HGS were taken bilaterally. Test-retest reliability was assessed using the intraclass correlation coefficient (ICC), and precision was assessed using the standard error of measurement and the minimal detectable change (MDC). <b><i>Results:</i></b> Thirty-six healthy-handed adults completed the study protocol. Across all methods of reporting, ICC values were ≥0.85. The highest reliability (ICC values for dominant and nondominant hands = 0.97 and 0.94, respectively) and precision (MDC% for dominant and nondominant hands = 12.9 and 18.2, respectively) were observed when the average of three trials was calculated. <b><i>Conclusions:</i></b> The GripAble device has excellent reliability and acceptable precision when used to assess maximal HGS in healthy-handed adults. Recording three trials and reporting their average yields the highest test-retest reliability and precision. <b><i>Relevance:</i></b> We present early evidence to support the use of GripAble as an HGS assessment device. Future research should include establishing HGS reference values and testing GripAble's reliability and precision in different clinical populations. Its efficacy as an exergaming intervention also warrants exploration.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"305-311"},"PeriodicalIF":2.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12419390/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143400294","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Serious Gaming for Upper Limbs Rehabilitation-Game Controllers Features: A Scoping Review.","authors":"Andrés Cela, Edwin Oña, Alberto Jardón","doi":"10.1089/g4h.2024.0122","DOIUrl":"10.1089/g4h.2024.0122","url":null,"abstract":"<p><p>The use of exergames in the rehabilitation of patients with upper limb dysfunctions has increased significantly. This scoping review aimed to investigate the game controllers (GCs) employed in exergame systems used for rehabilitation, offering insights into the platforms, sensors, and techniques used in their development, implementation, and utilization. We conducted a comprehensive search of Scopus and PubMed databases, encompassing articles published between February 2013 and February 2023. The eligibility criteria included studies on upper limbs (UL) rehabilitation using exergames published in English-language journals, resulting in the identification of 175 pertinent articles. Seven key categories were identified: pathology, participants' conditions, dosage of sessions, GCs, sensors, specific part of the UL rehabilitated, and ergonomics. Stroke (55.4%) and cerebral palsy (6.3%) were the most frequently addressed medical conditions in the exergame-based rehabilitation. The number of participants in the reviewed articles was from one to several hundred. Three types of participants were identified: patients, specialists, and volunteers. Randomized controlled trial (RCT) studies consistently featured a controlled number of sessions (ranging from 6 to 40) lasting an average of 20 minutes, while non-RCT studies displayed more variability. Commercial platforms were favored, accounting for 74.3% of GCs, with physical controllers (57.1%) surpassing virtual ones. Cameras were the predominant sensors (50.3%), although a wide array of sensor types including IMUs, push buttons, and force sensors were also used. Rehabilitation focuses 68% on general UL, 20.6% on hands, 4% on elbows, and 3.4% on arms and shoulders. Notably, only 26.3% of the studies considered ergonomics in the rehabilitation system. Although exergame systems are advancing rehabilitation treatments, there remains a need for further development and research on various aspects, such as ergonomics, controller design, and sensor integration, to enhance their suitability for patient use.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"265-280"},"PeriodicalIF":2.8,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144120321","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Vasiliki Eirini Chatzea, Costas Panagiotakis, Nikolas Vidakis, John Fanourgiakis
{"title":"Be Ahead of the Game! A Systematic Review on Serious Games Aiming to Enhance Hospital Management Knowledge and Health Care Administrative Skills Acquisition.","authors":"Vasiliki Eirini Chatzea, Costas Panagiotakis, Nikolas Vidakis, John Fanourgiakis","doi":"10.1177/2161783X251361157","DOIUrl":"https://doi.org/10.1177/2161783X251361157","url":null,"abstract":"<p><p>Serious games are pedagogic tools aiming to serve educational or informative purposes by incorporating fun aspects of games with serious elements of learning. Serious games are an emerging trend in medical and nursing education since they provide the ideal opportunity to increase knowledge and enhance decision-making and problem-solving skills by actively involving learners. However, serious game initiatives on hospital management education have been given less attention. This is the first contemporary systematic review addressing the significant research gap by synthesizing existing evidence on serious games in the hospital management field, to highlight their potential in enhancing managerial and administrative skills. Robust search algorithms were implemented in Scopus and PubMed yielding 892 results. Overall, 36 serious games emerged with half of them being digital. Regarding game design, most were multiplayer games, while several required team collaboration. Serious games' main learning target was categorized according to Katz's three-skill approach for effective administration, including technical, interpersonal, and conceptual skills acquisition. Serious game learning activity type, teaching subject, and geographical distribution were also explored. The findings stimulate interest and increase awareness of using serious games to enhance hospital personnel's knowledge and skills in managerial roles and administrative processes. Furthermore, the review intended to inspire academics and health care policymakers to convey administrative skills and basic management concepts to various hospital employees and health care/management students through game-based learning.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8,"publicationDate":"2025-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144733898","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Randomized Controlled Trial of Starship Rescue: A Cognitive Behavior Therapy and Biofeedback-Based Computer Game to Treat Anxiety in Children and Young People with Long-Term Physical Conditions.","authors":"Hiran Thabrew, Harshali Kumar, Tarique Naseem, Chris Frampton, Karolina Stasiak, Sally Merry","doi":"10.1177/2161783X251361933","DOIUrl":"https://doi.org/10.1177/2161783X251361933","url":null,"abstract":"<p><p><b><i>Objectives:</i></b> This study was undertaken to investigate the comparative efficacy of a cognitive behavior therapy and biofeedback-based computer game (Starship Rescue: Vortex of Anxiety [SRVA]) and placebo well-being-focused computer game (Starship Rescue: Voyage of Wellness) for reducing symptoms of anxiety and improving quality of life among children and young people aged 8-18 with long-term physical conditions (LTPCs). <b><i>Materials and Methods:</i></b> A randomized controlled trial was conducted with 60 participants (30 per arm). Primary outcomes were change in anxiety symptoms on the Generalized Anxiety Disorder 7-item (GAD-7) and Spence Children's Anxiety Scale (SCAS) at 4 weeks. Secondary outcomes were changes in anxiety symptoms at 3 months; changes in quality of life using the Pediatric Quality of Life Inventory (PedsQL) at 4 weeks and 3 months; and acceptability of SRVA recorded at 4 weeks. <b><i>Results:</i></b> Participants in both groups experienced reduced anxiety (from a moderate to mild level) and improved quality of life at 4 weeks and 3 months. There were no significant group differences or time-by-group interactions observed for GAD-7, SCAS, or PedsQL. While SRVA was broadly acceptable, some suggestions for improvement of content and design were provided by users. <b><i>Conclusions:</i></b> Although this is the second study to demonstrate that SRVA can reduce levels of anxiety in children and young people with LTPC, previous questions regarding its efficacy and component-related benefits and new questions regarding the clinical value of physical health-oriented eHealth interventions remain unanswered. Further research is needed before SRVA can be recommended for clinical use.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.8,"publicationDate":"2025-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144856749","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yuxin Wang, Feng Zhang, Zan Gao, Zhanjia Zhang, Wenxi Liu
{"title":"Effects of Virtual Reality-Based Exercise Intervention on College Students' Mood States: An 8-Week Randomized Controlled Trial.","authors":"Yuxin Wang, Feng Zhang, Zan Gao, Zhanjia Zhang, Wenxi Liu","doi":"10.1177/2161783X251360803","DOIUrl":"https://doi.org/10.1177/2161783X251360803","url":null,"abstract":"<p><p>This study aimed to evaluate the impact of an 8-week virtual reality (VR)-based exercise intervention on mood states among college students compared with traditional aerobic exercise and a control group. A randomized controlled trial was conducted with 56 participants assigned to one of three groups: VR-based exercise, aerobic exercise, and control group. Participants in the two exercise groups completed two 40-minute sessions per week. Mood states were assessed using the Profile of Mood States scale at baseline, 4 weeks, and 8 weeks. Repeated measures analysis of variance revealed significant time-group interactions for tension, anger, fatigue, depression, vigor, and self-related mood, indicating differential effects across groups. Post hoc analyses showed that the VR-based exercise group demonstrated the most improvements in mood, with significant reductions in overall mood disturbance (<i>P</i> < 0.001, VR group 109.00 ± 3.03; traditional group 118.58 ± 3.12; control group 131.55 ± 4.68), tension (<i>P</i> = 0.004, VR group 10.60 ± 0.70; traditional group 12.00 ± 0.60; control group 15.23 ± 0.99), anger (<i>P</i> = 0.015, VR group 9.00 ± 0.50; traditional group 9.68 ± 0.46; control group 11.91 ± 0.90), and depression (<i>P</i> = 0.011, VR group 7.93 ± 0.42; traditional group 8.47 ± 0.51; control group 11.45 ± 0.83), and a significant increase in vigor (<i>P</i> < 0.001, VR group 22.93 ± 0.80; traditional group 19.74 ± 0.70; control group 17.86 ± 0.67) and self-related mood (<i>P</i> = 0.025, VR group 15.80 ± 0.65; traditional group 14.37 ± 0.43; control group 13.64 ± 0.62). The findings suggest that VR-based exercise offers an engaging, immersive experience that can significantly enhance mood states, potentially outperforming traditional exercise. This study highlights the potential of VR as an effective tool for promoting mental health among college populations.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144718898","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Daniel Stam, Molly Watkins, Brea Galyen, Mitchell Olson, Kaitlyn Vomhof
{"title":"Feasibility, Acceptability, and Tolerability of Fully-Immersive Virtual Reality Use Among Individuals with Neurological Conditions: A Mixed Methods Study.","authors":"Daniel Stam, Molly Watkins, Brea Galyen, Mitchell Olson, Kaitlyn Vomhof","doi":"10.1177/2161783X251361941","DOIUrl":"https://doi.org/10.1177/2161783X251361941","url":null,"abstract":"<p><p><b><i>Introduction:</i></b> Virtual reality (VR) offers a multidimensional simulated reality built with digital formats and can be characterized as semi-immersive (single projection screen) or fully-immersive (head-mounted display). Although VR is an emerging intervention for the rehabilitation of individuals with neurological disorders, research on fully-immersive technologies and the patient experience is limited. <b><i>Purpose:</i></b> To evaluate the feasibility, acceptability, and tolerability of using off-the-shelf, fully-immersive VR with adults following neurological impairment. <b><i>Methods:</i></b> Mixed-methods study including 18 participants with a mean standard deviation (SD) age of 67.11 (12.12) years, asked to complete 20 minutes of dynamic rhythm-based VR activity in sitting. Outcomes included the pre- and postactivity VR Sickness Questionnaire (VRSQ), physiological data (maximum heart rate and Borg Rating of Perceived Exertion [RPE]), the User Satisfaction Evaluation Questionnaire (USEQ), and a structured interview. Quantitative analysis consisted of descriptive and inferential statistics. VRSQ scores were compared using a Wilcoxon signed-rank test. Qualitative analysis consisted of thematic analysis of interviews. <b><i>Results:</i></b> Median interquartile range (IQR) pre- and postactivity VRSQ scores were 7.50 (0-19.58) and 7.92 (0-19.38), respectively. Differences in scores were not statistically significant (Z = 0, <i>P</i> = 1.00). The median USEQ score was 27.50 (25.00-28.25). The mean percentage of maximal heart rate achieved was 63 (10) %, with a median RPE score of 10.50 (8.25-12.75). Qualitative analysis revealed themes of enjoyment and beneficial therapeutic challenges as facilitators of VR use. <b><i>Conclusion:</i></b> A single session of fully-immersive off-the-shelf VR yielded promising integrated findings related to the feasibility, acceptability, and tolerability of this type of intervention for a sample of individuals with a variety of neurological conditions.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-07-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144715209","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mehmet Sönmez, Şebnem Avcı, Fatma Şimşek, Fatih Baygutalp
{"title":"Nonimmersive Virtual Reality-Based Exercises Improve Muscle Excitability and Balance in Patients with Knee Osteoarthritis: A Sham-Controlled Study.","authors":"Mehmet Sönmez, Şebnem Avcı, Fatma Şimşek, Fatih Baygutalp","doi":"10.1177/2161783X251360443","DOIUrl":"https://doi.org/10.1177/2161783X251360443","url":null,"abstract":"<p><p><b><i>Objective:</i></b> Pain, decreased muscle strength, regression in activities of daily living (ADL), narrowing of joint range of motion (ROM), impairment of proprioceptive sense, and deterioration in static-dynamic balance are frequently observed in knee osteoarthritis (KOA). The aim of this study is to examine the effect of nonimmersive virtual reality (NIVR) application on muscle excitability and motor neuron pool activation level around the knee, balance, proprioception, physical function level, independence levels in ADL, muscle endurance, and patient satisfaction in patients with KOA. <b><i>Materials and Methods:</i></b> Forty patients with KOA were randomized to an experimental group (EG; <i>n</i> = 20) and a sham-controlled group (SG; <i>n</i> = 20). The EG received 45 minutes of traditional physiotherapy and 30 minutes of NIVR-based exercises for 3 weeks, 5 days a week, while the SG received traditional physiotherapy and a sham virtual reality (VR) application for 30 minutes for the same period. Primary outcomes were muscle excitability (maximal voluntary contraction [MVC]), motor neuron pool activation level, and balance. Secondary outcomes included proprioception, endurance, independence in ADL, pain level, physical functional condition (Western Ontario and McMaster Universities Arthritis Index [WOMAC]), and treatment satisfaction. <b><i>Results:</i></b> Findings showed a significant difference in endurance, pain level, and independence in ADL scores in favor of the EG (all values, <i>P</i> < 0.05). Moreover, WOMAC, static and dynamic balance (differences timed up and go [TUG]: EG: -4.75, SG: -2.10, <i>P</i> = 0.02, <i>d</i> = 0.907), MVC, and proprioception scores also showed the highest differences (most values, <i>P</i> < 0.001). <b><i>Conclusion:</i></b> Nonimmersive VR applications are a feasible approach for KOA and are effective approaches for increasing muscle excitability, static and dynamic balance, muscle endurance, proprioception, independence in ADL, treatment satisfaction, and reducing pain intensity in KOA.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2025-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144715210","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}