老年人肌肉骨骼问题的游戏化物理康复:试点非劣效性随机临床试验。

Q2 Medicine
Mirana Randriambelonoro, Caroline Perrin Franck, François Herrmann, Gorki Antonio Carmona, Antoine Geissbuhler, Christophe Graf, Emilia Frangos
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引用次数: 0

摘要

背景:资源丰富的国家正面临着老龄化社会、高依赖风险和高护理成本的挑战。研究人员试图通过使用具有成本效益的创新技术来解决这些问题,以促进健康老龄化和恢复功能。受伤后,有效的康复是促进回家和防止机构的关键。然而,人们往往缺乏进行物理治疗的动力。因此,人们对测试游戏化物理康复等新方法越来越感兴趣,以实现功能目标并防止再次住院。目的:本研究的目的是评估个人活动装置与标准护理在肌肉骨骼问题患者康复治疗中的有效性。方法:57例67 ~ 95岁的患者随机分为干预组(n=35)和对照组(n=22),干预组使用游戏化康复设备,每周3次,对照组接受常规标准治疗。由于退出,只有41例患者被纳入干预后分析。结果测量包括短时间物理性能电池(SPPB)、等距握力(IHGS)、功能独立性测量(FIM)和步数。结果:在住院期间确定了与主要结果(SPPB)相关的非劣效性,并且在对照组和干预组之间没有发现任何次要结果(IHGS, FIM或步骤)的显着差异,这表明基于游戏的严重干预可能与医院的标准物理康复一样有效。SPPB的混合效应回归分析显示存在group×time交互作用(SPPB_I_t1=-0.77, 95% CI -2.03 ~ 0.50, P= 0.23;SPPB_I_t2=0.21, 95% CI -1.07 ~ 0.48, P= 0.75)。虽然不显著,但IHGS改善超过2 kg(右:2.52 kg, 95% CI -0.72至5.37,P= 0.13;左:2.43 kg, 95% CI为-0.18 ~ 4.23,P= 0.07)。结论:以游戏为基础的康复治疗可能是老年患者恢复功能的有效选择。试验注册:ClinicalTrials.gov NCT03847454;https://clinicaltrials.gov/ct2/show/NCT03847454。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Gamified Physical Rehabilitation for Older Adults With Musculoskeletal Issues: Pilot Noninferiority Randomized Clinical Trial.

Gamified Physical Rehabilitation for Older Adults With Musculoskeletal Issues: Pilot Noninferiority Randomized Clinical Trial.

Gamified Physical Rehabilitation for Older Adults With Musculoskeletal Issues: Pilot Noninferiority Randomized Clinical Trial.

Gamified Physical Rehabilitation for Older Adults With Musculoskeletal Issues: Pilot Noninferiority Randomized Clinical Trial.

Background: Resource-rich countries are facing the challenge of aging societies, a high risk of dependence, and a high cost of care. Researchers attempted to address these issues by using cost-efficient, innovative technology to promote healthy aging and regain functionality. After an injury, efficient rehabilitation is crucial to promote returning home and prevent institutionalization. However, there is often a lack of motivation to carry out physical therapies. Consequently, there is a growing interest in testing new approaches like gamified physical rehabilitation to achieve functional targets and prevent rehospitalization.

Objective: The purpose of this study is to assess the effectiveness of a personal mobility device compared with standard care in the rehabilitation treatment of patients with musculoskeletal issues.

Methods: A total of 57 patients aged 67-95 years were randomly assigned to the intervention group (n=35) using the gamified rehabilitation equipment 3 times a week or to the control group (n=22) receiving usual standard care. Due to dropout, only 41 patients were included in the postintervention analysis. Outcome measures included the short physical performance battery (SPPB), isometric hand grip strength (IHGS), functional independence measure (FIM), and the number of steps.

Results: A noninferiority related to the primary outcome (SPPB) was identified during the hospital stay, and no significant differences were found between the control and intervention groups for any of the secondary outcomes (IHGS, FIM, or steps), which demonstrates the potential of the serious game-based intervention to be as effective as the standard physical rehabilitation at the hospital. The analysis by mixed-effects regression on SPPB showed a group×time interaction (SPPB_I_t1=-0.77, 95% CI -2.03 to 0.50, P=.23; SPPB_I_t2=0.21, 95% CI -1.07 to 0.48, P=.75). Although not significant, a positive IHGS improvement of more than 2 kg (Right: 2.52 kg, 95% CI -0.72 to 5.37, P=.13; Left: 2.43 kg, 95% CI -0.18 to 4.23, P=.07) for the patient from the intervention group was observed.

Conclusions: Serious game-based rehabilitation could potentially be an effective alternative for older patients to regain their functional capacities.

Trial registration: ClinicalTrials.gov NCT03847454; https://clinicaltrials.gov/ct2/show/NCT03847454.

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