Department of Physical Medicine and Rehabilitation, Shin Kong Wu Ho-Su Memorial Hospital, Taipei, Taiwan.
Institute of Epidemiology and Preventive Medicine, College of Public Health, National Taiwan University, Taipei, Taiwan.
Ann Phys Rehabil Med. 2020 Nov;63(6):458-465. doi: 10.1016/j.rehab.2019.11.008. Epub 2020 Jan 22.
Active video games (AVGs) have become popular and have been investigated for their therapeutic purposes. However, the effect of AVGs on patients with knee osteoarthritis (OA) remains uncertain.
We aimed to compare the effects of AVGs with those of traditional therapeutic exercise on patients with knee OA.
This was a prospective single-blind, randomized controlled trial. Participants (n=80) with knee OA were allocated to the AVGs group (n=40) or therapeutic exercise group (n=40). Both groups received treatment 3 times a week for 4 weeks. The primary outcome was the Western Ontario and McMaster Universities Osteoarthritis Index (WOMAC), and secondary outcome measures were the World Health Organization Quality of Life-Brief Vision, Hospital Anxiety and Depression Scale, Multidimensional Fatigue Inventory, physical functional performance (including time for 10-m walking and for ascending and descending stairs), Biodex Stability System, Chronic Pain Grade Questionnaire, and Work Ability Index. The patients were evaluated at baseline, 2 and 4 weeks after treatment, and 1 and 3 months after treatment completion.
Both groups showed significant time effect in the pain subcategory of the WOMAC (P=0.047). However, we found no significant group×time interaction effect between the groups at any follow-up assessments for pain (P=0.066), stiffness (P=0.284), or physical function (P=0.179) for the WOMAC. Among the secondary outcomes, we found significant group×time effects favoring the AVG group in dynamic balance (P=0.020), and physical functional performance including 10-m walking time (P=0.002) and stair ascent time (P=0.005), and the physical domain of health (P=0.032).
Therapeutic exercises and playing AVGs similarly improved the pain of patients with knee OA; however, playing AVGs improved dynamic balance, physical functional performance, and physical health more than therapeutic exercises did.
积极的视频游戏(AVGs)已经变得流行,并因其治疗目的而受到研究。 然而,AVGs 对膝骨关节炎(OA)患者的影响尚不确定。
我们旨在比较 AVGs 与传统治疗运动对膝 OA 患者的效果。
这是一项前瞻性单盲随机对照试验。 将 80 名膝骨关节炎患者分配到 AVGs 组(n=40)或治疗运动组(n=40)。 两组均每周接受治疗 3 次,共 4 周。 主要结局是西安大略和麦克马斯特大学骨关节炎指数(WOMAC),次要结局指标是世界卫生组织生活质量-简要视觉、医院焦虑和抑郁量表、多维疲劳量表、身体功能表现(包括 10 米行走时间和上下楼梯时间)、Biodex 稳定性系统、慢性疼痛等级问卷和工作能力指数。 在治疗前、治疗后 2 周和 4 周以及治疗完成后 1 个月和 3 个月对患者进行评估。
两组 WOMAC 的疼痛亚量表均显示出显著的时间效应(P=0.047)。 然而,我们在任何随访评估中都没有发现两组之间在疼痛(P=0.066)、僵硬(P=0.284)或 WOMAC 的身体功能(P=0.179)方面的显著组间时间交互效应。 在次要结局中,我们发现 AVG 组在动态平衡方面具有显著的组间时间效应(P=0.020),以及包括 10 米行走时间(P=0.002)和楼梯上升时间(P=0.005)在内的身体功能表现和健康的身体领域(P=0.032)。
治疗运动和玩 AVGs 同样可以改善膝骨关节炎患者的疼痛; 然而,玩 AVGs 比治疗运动更能改善动态平衡、身体功能表现和身体健康。