基于非沉浸式虚拟现实的运动改善膝关节骨关节炎患者的肌肉兴奋性和平衡:一项假对照研究。

IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Mehmet Sönmez, Şebnem Avcı, Fatma Şimşek, Fatih Baygutalp
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引用次数: 0

摘要

目的:膝关节骨性关节炎(KOA)常出现疼痛、肌力下降、日常生活活动能力下降、关节活动范围狭窄、本体感觉障碍、动静平衡能力下降等症状。本研究旨在探讨非沉浸式虚拟现实(NIVR)应用对KOA患者膝盖周围肌肉兴奋性和运动神经元池激活水平、平衡、本体感觉、身体功能水平、ADL独立性水平、肌肉耐力和患者满意度的影响。材料与方法:40例KOA患者随机分为实验组(EG;n = 20)和假对照组(SG;N = 20)。EG组接受45分钟的传统物理治疗和30分钟的基于nivr的运动,为期3周,每周5天,而SG组接受传统物理治疗和30分钟的虚拟现实(VR)应用。主要结果是肌肉兴奋性(最大自主收缩[MVC])、运动神经元池激活水平和平衡性。次要结局包括本体感觉、耐力、ADL独立性、疼痛水平、身体功能状况(Western Ontario and McMaster Universities Arthritis Index [WOMAC])和治疗满意度。结果:实验组在耐力、疼痛程度、ADL评分独立性方面均优于EG(均P < 0.05)。此外,WOMAC、静态平衡和动态平衡(差异时间为up和go [TUG]: EG: -4.75, SG: -2.10, P = 0.02, d = 0.907)、MVC和本体感觉评分差异也最大(大多数值,P < 0.001)。结论:非沉浸式VR应用是治疗KOA的可行方法,是提高肌肉兴奋性、静态和动态平衡、肌肉耐力、本体感觉、ADL独立性、治疗满意度和减轻KOA疼痛强度的有效途径。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Nonimmersive Virtual Reality-Based Exercises Improve Muscle Excitability and Balance in Patients with Knee Osteoarthritis: A Sham-Controlled Study.

Objective: 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. Materials and Methods: Forty patients with KOA were randomized to an experimental group (EG; n = 20) and a sham-controlled group (SG; n = 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. Results: Findings showed a significant difference in endurance, pain level, and independence in ADL scores in favor of the EG (all values, P < 0.05). Moreover, WOMAC, static and dynamic balance (differences timed up and go [TUG]: EG: -4.75, SG: -2.10, P = 0.02, d = 0.907), MVC, and proprioception scores also showed the highest differences (most values, P < 0.001). Conclusion: 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.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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