一项为期5周的虚拟现实远程康复计划对杜氏和贝克尔肌营养不良儿童的有效性:前瞻性准实验研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2023-11-15 DOI:10.2196/48022
María Rosa Baeza-Barragán, Maria Teresa Labajos Manzanares, Mercedes Cristina Amaya-Álvarez, Fabián Morales Vega, Judit Rodriguez Ruiz, Rocío Martín-Valero
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引用次数: 0

摘要

背景:杜氏肌营养不良症(DMD)和贝克尔肌营养不良症(BMD)是神经肌肉疾病。DMD在儿童中最为普遍。它会影响肌营养不良蛋白的产生,降低患者的活动能力和生活质量。新技术已成为DMD和BMD物理治疗的一部分。在2019冠状病毒病大流行期间,通过基于虚拟现实的游戏进行远程康复可以帮助这些儿童保持身体机能。目的:本研究探讨了在多模式干预方案中使用虚拟平台是否会改变患有DMD和BMD的儿童6分钟步行测试(6MWT)的结果。主要目的是测试DMD和BMD患儿在完成10次远程康复治疗后,在6MWT上是否有不同的结果。第二个目标是测量其他特定的运动量表是否也在10个定义的会话后产生不同的结果。方法:这是一项描述性、开放性、准实验性研究,采用前瞻性a - b(对照-干预)设计。12名符合入选标准的参与者接受了为期5周的10次远程康复治疗。在会议期间,参与者使用虚拟现实眼镜进行治疗目标的训练。所有参与者在干预前后都接受了当面评估。根据对每个测试进行的不同功能评估,使用R软件进行分析。结果:参与者的6MWT增加了19.55米。根据用于评估的其他量表,运动功能也保持稳定。两种治疗条件下,北起点门诊评估评分均稳定(P= 0.20)。此外,远程康复条件下的时间up和go测试结果快0.1秒,运动功能测试在三个维度上均无显著差异(P=.08)。最后,努力感知婴儿量表显示,在训练过程中,疲劳在训练中期增加,在训练结束时减少,但即使运动强度增加,整个训练过程中的感知也较低。结论:常规治疗与远程康复治疗无差异,远程康复工具的使用不会对DMD和BMD患儿造成伤害,有利于患儿获得治疗,促进学习,维持功能能力。因此,远程康复通常可能有助于维持DMD和BMD患儿的运动功能。这种学习效果有助于减少孩子们在节目期间的疲劳感。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effectiveness of a 5-Week Virtual Reality Telerehabilitation Program for Children With Duchenne and Becker Muscular Dystrophy: Prospective Quasi-Experimental Study.

Background: Duchenne muscular dystrophy (DMD) and Becker muscular dystrophy (BMD) are neuromuscular diseases. DMD is the most prevalent in children. It affects dystrophin production, reducing the patient's mobility and quality of life. New technologies have become a part of physical therapy in DMD and BMD. During the COVID-19 pandemic, conducting telerehabilitation through virtual reality-based games could help these children maintain their physical abilities.

Objective: This study examined if the use of a virtual platform in a multimodal intervention program changes the results of the 6-minute walk test (6MWT) in children with DMD and BMD. The main objective was to test whether children with DMD and BMD obtain different results on the 6MWT after completing 10 telerehabilitation treatment sessions. The secondary objective was to measure whether other specific motor scales also produce different results after the 10 defined sessions.

Methods: This was a descriptive, open, and quasi-experimental study with a prospective A-B (control-intervention) design. A sample of 12 participants who fulfilled the inclusion criteria followed the program for 5 weeks with 10 telerehabilitation sessions. During the sessions, the participants used virtual reality glasses to train for the treatment goals. All participants were assessed in person before and after the intervention. Analysis was performed using R software according to the different functional assessments performed for each test.

Results: The participants showed a 19.55-meter increase in the 6MWT. Motor function also remained stable according to other scales used to assess it. The North Start Ambulatory Assessment scores were stable in both treatment conditions (P=.20). Furthermore, the timed up and go test results were 0.1 seconds faster in the telerehabilitation condition, and the Motor Function Measure in all of the 3 dimensions showed no significant differences (P=.08). Finally, the Effort Perception Infant scale showed that during the training, fatigue increased in the middle and decreased by the end of the sessions, but the perception throughout the sessions was lower even as the exercise intensity increased.

Conclusions: There were no differences between conventional and telerehabilitation treatments, so the telerehabilitation tool could be used without harming children with DMD and BMD, facilitating their access to therapies and stimulating learning to maintain their functional capacity. Therefore, telerehabilitation in general may be helpful in maintaining motor function in children with DMD and BMD. The learning effect helped reduce the feeling of fatigue in the children during the program.

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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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