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

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
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摘要

前庭功能障碍前庭功能障碍包括头晕、眩晕、眼球震颤、失去平衡和不稳定等症状。在康复治疗中,运动和体育锻炼是治疗方法之一。电子游戏是一种潜在的治疗方法,但现有的电子游戏可能无法提供合适的运动。本研究旨在从招募、依从性和保留率等方面评估外部游戏干预的可行性结果。研究方法这项准实验性可行性研究采用有目的的抽样方法,从圣托马斯大学诊所招募被诊断为复发性外周前庭功能障碍的参与者。Exergames LibraVR™ 软件旨在增强凝视、姿势稳定性和减少眩晕,该软件每周使用三次,每次 45 分钟,为期六周。每项可行性结果都设定了一个实用标准:招募、坚持和保留,以确定本研究是否可行、经修改后可行或不可行。研究结果在为期三个月的招募期间,最初有 38 人表示有兴趣参与。经过筛选并执行资格标准后,7 名参与者同意并成功完成了外部游戏干预。在为期 6 周的干预期间,没有参与者退出或终止研究。保留率为 100%。每周 3 次的规定干预频率的坚持率为 62%。讨论情况:虽然这项研究未能招募到 12 名参与者,但研究结果表明,这项研究是可行的,只是需要进行修改。这一结论来自于该研究能够达到可行性标准,即至少达到 60% 的坚持率和至少 75% 的保持率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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