促进颈部主动运动的智能手机游戏对上班族颈部疼痛发生率的影响:为期 6 个月的分组随机对照试验。

IF 2.2 3区 医学 Q1 REHABILITATION
Musculoskeletal Science and Practice Pub Date : 2025-02-01 Epub Date: 2024-12-04 DOI:10.1016/j.msksp.2024.103243
Natchanon Intipanya, Rattaporn Sihawong, Prawit Janwantanakul
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引用次数: 0

摘要

目的:评估一款智能手机游戏对高风险上班族感知的颈部不适、新发颈部疼痛和颈部活动度的影响。方法:采用为期6个月的前瞻性整群随机对照试验。工作人员被随机分为干预组(n = 50)和对照组(n = 50),干预组每天玩两次智能手机游戏,对照组则在坐着时使用安慰剂座椅垫。两组随访6个月,结果测量包括颈部疼痛的发生率,感知颈部不适,由Borg CR-10评估,颈椎活动度。采用Cox比例风险模型进行分析。结果:干预组和对照组6个月颈部疼痛发生率分别为20%和44%。在调整生物心理社会因素后,风险比显示智能手机游戏对新发颈部疼痛有保护作用(HRadj = 0.43, 95% CI 0.20至0.91)。随访期间,两组间颈部感觉不适的差异未达到最低临床重要差异水平。干预组平均颈椎活动度各方向均显著大于对照组(p)。结论:智能手机颈部活动运动游戏是预防高危上班族颈部疼痛的有效干预手段。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of a smartphone game to facilitate active neck movements on the incidence of neck pain among office workers: A 6-month cluster-randomized controlled trial.

Objectives: To evaluate the effects of a smartphone game for active neck movement exercise on perceived neck discomfort, new onset neck pain, and active cervical range of motion among high-risk office workers.

Methods: A 6-month prospective cluster-randomized controlled trial was conducted. Workers were randomly assigned at the cluster level into either the intervention group (n = 50), who received a smartphone game to play twice a day, or the control group (n = 50), who received a placebo seat pad to use while sitting. Both groups were followed up for 6 months and outcome measures included the incidence of neck pain, perceived neck discomfort, assessed by the Borg CR-10, and active cervical range of motion. Analyses were performed using Cox proportional hazard models.

Results: The 6-month incidence of neck pain was 20% and 44% in the intervention and control groups, respectively. Hazard ratios, after adjusting for biopsychosocial factors, showed a protective effect of the smartphone game for new onset neck pain (HRadj = 0.43, 95% CI 0.20 to 0.91). The between group differences in perceived neck discomfort during the follow up did not reach the minimally clinically important difference level. Mean active cervical range of motion in the intervention group were significantly greater than the control group in all directions (p < 0.05).

Conclusion: The smartphone game for active neck movement exercise is an effective intervention to prevent neck pain among high-risk office workers.

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来源期刊
Musculoskeletal Science and Practice
Musculoskeletal Science and Practice Health Professions-Physical Therapy, Sports Therapy and Rehabilitation
CiteScore
4.10
自引率
8.70%
发文量
152
审稿时长
48 days
期刊介绍: Musculoskeletal Science & Practice, international journal of musculoskeletal physiotherapy, is a peer-reviewed international journal (previously Manual Therapy), publishing high quality original research, review and Masterclass articles that contribute to improving the clinical understanding of appropriate care processes for musculoskeletal disorders. The journal publishes articles that influence or add to the body of evidence on diagnostic and therapeutic processes, patient centered care, guidelines for musculoskeletal therapeutics and theoretical models that support developments in assessment, diagnosis, clinical reasoning and interventions.
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