D. Manlapaz, Vergel Orpilla, C. R. Versales, Anna Ysabel V.J. Angeles, Nicole R. Boquiron, Francis Ryan C. Dela Rosa, Maria Lorraine V. Esguerra, Nica Francyne R. Fontanilla, Maria Angelica M. Mendoza, Angel Joseph J. Pizarro III, Justin Ross R. Que, Gail Bernice R. Ramos
{"title":"关于虚拟现实游戏工具改善复发性外周前庭功能障碍患者平衡能力的可行性研究","authors":"D. Manlapaz, Vergel Orpilla, C. R. Versales, Anna Ysabel V.J. Angeles, Nicole R. Boquiron, Francis Ryan C. Dela Rosa, Maria Lorraine V. Esguerra, Nica Francyne R. Fontanilla, Maria Angelica M. Mendoza, Angel Joseph J. Pizarro III, Justin Ross R. Que, Gail Bernice R. Ramos","doi":"10.46409/002.xvnj9479","DOIUrl":null,"url":null,"abstract":"Introduction: Vestibular dysfunction includes symptoms such as dizziness, vertigo, nystagmus, balance loss, and instability. In rehabilitation, treatment options are exercise and physical activity. Exergaming has a potential therapy option yet available video games may not provide suitable exercise. The aim of this study was to assess the feasibility outcomes of an exergaming intervention in terms of recruitment, adherence, and retention. \n\nMethods: This quasi-experimental feasibility study recruited participants diagnosed with recurrent peripheral vestibular dysfunction from the University of Santo Tomas clinic using purposive sampling method. Exergames LibraVR™ software, which is designed to enhance gaze, postural stability and reduce vertigo was utilized for 45 mins, three times a week for six weeks. A pragmatic criterion per feasibility outcome: recruitment, adherence, and retention, was set to determine if this study is feasibility, feasible with modification or not feasible. \n\nResults: Over a three-month recruitment period, 38 individuals initially expressed interest in participating. After screening and implementation of eligibility criteria, seven participants consented and successfully completed the exergaming intervention. No participants dropped out or were terminated from the study during the 6-week intervention period. The retention rate stands at 100%. The adherence rate to the prescribed intervention frequency of 3 times per week is 62%. \n\nDiscussion: While the study fell short of recruiting 12 participants, the findings nonetheless indicate that it is feasible but with modifications. This conclusion is drawn from the study's ability to meet the feasibility criteria of achieving at least a 60% adherence rate and a minimum of 75% retention rate.","PeriodicalId":156633,"journal":{"name":"Philippine Journal of Physical Therapy","volume":"281 ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-02-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A FEASIBILITY STUDY ON EXERGAMING VIRTUAL REALITY TOOL IN IMPROVING BALANCE OF INDIVIDUALS WITH RECURRENT PERIPHERAL VESTIBULAR DYSFUNCTION\",\"authors\":\"D. Manlapaz, Vergel Orpilla, C. R. Versales, Anna Ysabel V.J. Angeles, Nicole R. Boquiron, Francis Ryan C. Dela Rosa, Maria Lorraine V. Esguerra, Nica Francyne R. Fontanilla, Maria Angelica M. Mendoza, Angel Joseph J. Pizarro III, Justin Ross R. Que, Gail Bernice R. Ramos\",\"doi\":\"10.46409/002.xvnj9479\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Introduction: Vestibular dysfunction includes symptoms such as dizziness, vertigo, nystagmus, balance loss, and instability. In rehabilitation, treatment options are exercise and physical activity. Exergaming has a potential therapy option yet available video games may not provide suitable exercise. The aim of this study was to assess the feasibility outcomes of an exergaming intervention in terms of recruitment, adherence, and retention. \\n\\nMethods: This quasi-experimental feasibility study recruited participants diagnosed with recurrent peripheral vestibular dysfunction from the University of Santo Tomas clinic using purposive sampling method. Exergames LibraVR™ software, which is designed to enhance gaze, postural stability and reduce vertigo was utilized for 45 mins, three times a week for six weeks. A pragmatic criterion per feasibility outcome: recruitment, adherence, and retention, was set to determine if this study is feasibility, feasible with modification or not feasible. \\n\\nResults: Over a three-month recruitment period, 38 individuals initially expressed interest in participating. After screening and implementation of eligibility criteria, seven participants consented and successfully completed the exergaming intervention. No participants dropped out or were terminated from the study during the 6-week intervention period. The retention rate stands at 100%. The adherence rate to the prescribed intervention frequency of 3 times per week is 62%. \\n\\nDiscussion: While the study fell short of recruiting 12 participants, the findings nonetheless indicate that it is feasible but with modifications. This conclusion is drawn from the study's ability to meet the feasibility criteria of achieving at least a 60% adherence rate and a minimum of 75% retention rate.\",\"PeriodicalId\":156633,\"journal\":{\"name\":\"Philippine Journal of Physical Therapy\",\"volume\":\"281 \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-02-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Philippine Journal of Physical Therapy\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.46409/002.xvnj9479\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Philippine Journal of Physical Therapy","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.46409/002.xvnj9479","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A FEASIBILITY STUDY ON EXERGAMING VIRTUAL REALITY TOOL IN IMPROVING BALANCE OF INDIVIDUALS WITH RECURRENT PERIPHERAL VESTIBULAR DYSFUNCTION
Introduction: Vestibular dysfunction includes symptoms such as dizziness, vertigo, nystagmus, balance loss, and instability. In rehabilitation, treatment options are exercise and physical activity. Exergaming has a potential therapy option yet available video games may not provide suitable exercise. The aim of this study was to assess the feasibility outcomes of an exergaming intervention in terms of recruitment, adherence, and retention.
Methods: This quasi-experimental feasibility study recruited participants diagnosed with recurrent peripheral vestibular dysfunction from the University of Santo Tomas clinic using purposive sampling method. Exergames LibraVR™ software, which is designed to enhance gaze, postural stability and reduce vertigo was utilized for 45 mins, three times a week for six weeks. A pragmatic criterion per feasibility outcome: recruitment, adherence, and retention, was set to determine if this study is feasibility, feasible with modification or not feasible.
Results: Over a three-month recruitment period, 38 individuals initially expressed interest in participating. After screening and implementation of eligibility criteria, seven participants consented and successfully completed the exergaming intervention. No participants dropped out or were terminated from the study during the 6-week intervention period. The retention rate stands at 100%. The adherence rate to the prescribed intervention frequency of 3 times per week is 62%.
Discussion: While the study fell short of recruiting 12 participants, the findings nonetheless indicate that it is feasible but with modifications. This conclusion is drawn from the study's ability to meet the feasibility criteria of achieving at least a 60% adherence rate and a minimum of 75% retention rate.