Sofia Leonardo, Katharina Requião Barretto Bezerra, T. Grigio, Carla Darrás Ismael, Letícia Araujo Pinholato, Antonino Pugliesi, Romelia A. Barba Bernal, Manasa Kotte, C. Furia, N. P. Boris, S. Mohamed, V. Amaral, L. F. Botelho, Franciely Jesus Guedes, M. M. Miyake, María Fe Velarde-Álvarez, A. Azambuja, Antonio Vaz de Macedo
{"title":"一项II期、多中心、开放标签、随机对照试验的方案,比较使用任天堂Switch Ring Fit Adventure游戏化与标准运动治疗纤维肌痛的疗效","authors":"Sofia Leonardo, Katharina Requião Barretto Bezerra, T. Grigio, Carla Darrás Ismael, Letícia Araujo Pinholato, Antonino Pugliesi, Romelia A. Barba Bernal, Manasa Kotte, C. Furia, N. P. Boris, S. Mohamed, V. Amaral, L. F. Botelho, Franciely Jesus Guedes, M. M. Miyake, María Fe Velarde-Álvarez, A. Azambuja, Antonio Vaz de Macedo","doi":"10.21801/ppcrj.2021.72.4","DOIUrl":null,"url":null,"abstract":"Background: Fibromyalgia (FM) is a chronic condition related to dysfunctional central pain processing mechanisms, which affects 3-6% of the world population, leading to widespread pain, stiffness, and tenderness of the muscles, tendons, and joints, as well as restless sleep, fatigue, depression, and anxiety. Exercise is the most effective way of reducing pain and improving global well-being in people with FM, but such patients present an important limitation to exercise adherence.\nObjective: We aim to evaluate whether a home-based gamification strategy will improve the Fibromyalgia Impact Questionnaire Revised (FIQR) scores in female patients aged 18-60 years old as an alternative to traditional exercise.\nMethods: The proposed trial is a multicenter, phase II, open-label, parallel, randomized, superiority trial. Female patients ranging from 18 to 60 years old with a diagnosis of FM will be randomized to the intervention group, designed to play the Nintendo Switch Ring Fit Adventure game on three home-based weekly sessions, or to the control group, which will receive general educational guidance through videos and pamphlets provided by the study staff for a total of 12 weeks. The primary outcome will be the mean change in FIQR score results.\nDiscussion: The development of new strategies to increase exercise adherence can enhance the control of symptoms such as pain, depression, low quality of sleep, and physical limitation in FM patients, thereby improving their quality of life. We believe that gamification strategies such as the one used here can make physical activity more playful, accessible, and dynamic, motivating patients and increasing their physical function compared to those seeking center-based or conventional exercises.","PeriodicalId":74496,"journal":{"name":"Principles and practice of clinical research (2015)","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2021-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Protocol for a phase II, multicenter, open-label, randomized controlled trial to compare the efficacy of gamification using Nintendo Switch Ring Fit Adventure game versus standard exercise in the treatment of fibromyalgia\",\"authors\":\"Sofia Leonardo, Katharina Requião Barretto Bezerra, T. Grigio, Carla Darrás Ismael, Letícia Araujo Pinholato, Antonino Pugliesi, Romelia A. Barba Bernal, Manasa Kotte, C. Furia, N. P. 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Exercise is the most effective way of reducing pain and improving global well-being in people with FM, but such patients present an important limitation to exercise adherence.\\nObjective: We aim to evaluate whether a home-based gamification strategy will improve the Fibromyalgia Impact Questionnaire Revised (FIQR) scores in female patients aged 18-60 years old as an alternative to traditional exercise.\\nMethods: The proposed trial is a multicenter, phase II, open-label, parallel, randomized, superiority trial. Female patients ranging from 18 to 60 years old with a diagnosis of FM will be randomized to the intervention group, designed to play the Nintendo Switch Ring Fit Adventure game on three home-based weekly sessions, or to the control group, which will receive general educational guidance through videos and pamphlets provided by the study staff for a total of 12 weeks. The primary outcome will be the mean change in FIQR score results.\\nDiscussion: The development of new strategies to increase exercise adherence can enhance the control of symptoms such as pain, depression, low quality of sleep, and physical limitation in FM patients, thereby improving their quality of life. We believe that gamification strategies such as the one used here can make physical activity more playful, accessible, and dynamic, motivating patients and increasing their physical function compared to those seeking center-based or conventional exercises.\",\"PeriodicalId\":74496,\"journal\":{\"name\":\"Principles and practice of clinical research (2015)\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-08-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Principles and practice of clinical research (2015)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.21801/ppcrj.2021.72.4\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Principles and practice of clinical research (2015)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21801/ppcrj.2021.72.4","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
背景:纤维肌痛(FM)是一种与中枢疼痛处理机制功能失调相关的慢性疾病,影响了世界3-6%的人口,导致肌肉、肌腱和关节的广泛疼痛、僵硬和压痛,以及不安的睡眠、疲劳、抑郁和焦虑。运动是减轻疼痛和改善FM患者整体健康状况的最有效方法,但这类患者在坚持运动方面存在重要限制。目的:我们旨在评估以家庭为基础的游戏化策略是否可以改善18-60岁女性患者的纤维肌痛影响问卷修订(FIQR)评分,作为传统运动的替代方案。方法:拟议的试验是一项多中心、II期、开放标签、平行、随机、优势试验。年龄从18岁到60岁的FM女性患者将被随机分为干预组和对照组,干预组被设计为每周在家玩三次任天堂Switch Ring Fit Adventure游戏,对照组将通过研究人员提供的视频和小册子接受为期12周的一般教育指导。主要结果将是FIQR评分结果的平均变化。讨论:提高运动依从性的新策略的发展可以加强对FM患者疼痛、抑郁、睡眠质量低下和身体限制等症状的控制,从而提高他们的生活质量。我们相信,与那些寻求以中心为基础或传统锻炼的患者相比,这里使用的游戏化策略可以使体育活动更有趣、更容易获得、更有活力,激励患者并提高他们的身体功能。
Protocol for a phase II, multicenter, open-label, randomized controlled trial to compare the efficacy of gamification using Nintendo Switch Ring Fit Adventure game versus standard exercise in the treatment of fibromyalgia
Background: Fibromyalgia (FM) is a chronic condition related to dysfunctional central pain processing mechanisms, which affects 3-6% of the world population, leading to widespread pain, stiffness, and tenderness of the muscles, tendons, and joints, as well as restless sleep, fatigue, depression, and anxiety. Exercise is the most effective way of reducing pain and improving global well-being in people with FM, but such patients present an important limitation to exercise adherence.
Objective: We aim to evaluate whether a home-based gamification strategy will improve the Fibromyalgia Impact Questionnaire Revised (FIQR) scores in female patients aged 18-60 years old as an alternative to traditional exercise.
Methods: The proposed trial is a multicenter, phase II, open-label, parallel, randomized, superiority trial. Female patients ranging from 18 to 60 years old with a diagnosis of FM will be randomized to the intervention group, designed to play the Nintendo Switch Ring Fit Adventure game on three home-based weekly sessions, or to the control group, which will receive general educational guidance through videos and pamphlets provided by the study staff for a total of 12 weeks. The primary outcome will be the mean change in FIQR score results.
Discussion: The development of new strategies to increase exercise adherence can enhance the control of symptoms such as pain, depression, low quality of sleep, and physical limitation in FM patients, thereby improving their quality of life. We believe that gamification strategies such as the one used here can make physical activity more playful, accessible, and dynamic, motivating patients and increasing their physical function compared to those seeking center-based or conventional exercises.