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使用经济实惠的终端用户设备进行掌骨骨折康复中的游戏化:一项随机对照试验。

Gamification in rehabilitation of metacarpal fracture using cost-effective end-user device: A randomized controlled trial.

机构信息

Faculty of Medicine, Department of Orthopaedic Surgery, National Orthopaedic Centre of Excellence for Research and Learning (NOCERAL), University Malaya, Kuala Lumpur, Malaysia.

Upper Limb & Reconstructive Microsurgery Unit, Faculty of Medicine, Department of Orthopaedic Surgery, National Orthopaedic Centre of Excellence for Research and Learning (NOCERAL), University Malaya, Kuala Lumpur, Malaysia.

出版信息

J Hand Ther. 2020 Apr-Jun;33(2):235-242. doi: 10.1016/j.jht.2020.03.029. Epub 2020 May 16.

DOI:10.1016/j.jht.2020.03.029
PMID:32430167
Abstract

STUDY DESIGN

This is a two-group randomized controlled trial.

INTRODUCTION

Finger stiffness after treatment for metacarpal fractures often occurs due to poor compliance to the conventional rehabilitation programs. Gamification has shown success in improving adherence to and effectiveness of various therapies.

PURPOSE OF THE STUDY

The purpose of this study was to evaluate whether gamification, using cost-effective devices was comparable with conventional physiotherapy in improving hand functions and adherence to rehabilitation in metacarpal fractures.

METHODS

A 2-group randomized controlled trial involving 19 patients was conducted. Participants were randomized to a control (conventional physiotherapy, n = 10) or interventional group (gamification, n = 9). The grips strength and composite finger range of motion were measured at the baseline and each follow-up together with Patient-Rated Wrist and Hand Evaluation scores and compliance.

RESULTS

There were no significant differences on improvements of grip strength (means difference 24.38 vs 20.44, P = .289) and composite finger range of motion (means difference 50.50 vs 51.11, P = .886). However, the gamification group showed better results in Patient-Rated Wrist and Hand Evaluation (mean 0.44 vs 8.45, P = .038) and compliance (P < .05). No adverse events were reported.

DISCUSSION

Our results suggest that gamification using a cost-effective device demonstrated similar effectiveness as conventional physiotherapy in post-metacarpal fracture rehabilitation.

CONCLUSIONS

Gamification using a mobile device is an inexpensive and safe alternative to conventional physiotherapy for hand rehabilitation after metacarpal fractures. It effectively serves as a guide for future development of cost-effective technology-enhanced therapy.

摘要

研究设计

这是一项两组成组随机对照试验。

引言

掌骨骨折治疗后手指僵硬常因对常规康复方案的依从性差而发生。游戏化已成功地提高了各种治疗方法的依从性和效果。

研究目的

本研究旨在评估使用经济实惠的设备进行游戏化是否与传统物理治疗在改善掌骨骨折手部功能和康复依从性方面相当。

方法

进行了一项涉及 19 名患者的 2 组随机对照试验。参与者被随机分为对照组(常规物理治疗,n=10)或干预组(游戏化,n=9)。在基线和每次随访时测量握力和复合手指活动范围,并测量患者报告的腕关节和手部评估评分和依从性。

结果

握力(平均差异 24.38 对 20.44,P=0.289)和复合手指活动范围(平均差异 50.50 对 51.11,P=0.886)的改善无显著差异。然而,游戏组在患者报告的腕关节和手部评估(平均 0.44 对 8.45,P=0.038)和依从性(P<0.05)方面表现出更好的结果。未报告不良事件。

讨论

我们的结果表明,使用经济实惠设备的游戏化在掌骨骨折康复后与传统物理治疗具有相似的效果。

结论

使用移动设备进行游戏化是一种廉价且安全的替代传统物理疗法的方法,可有效指导未来具有成本效益的技术增强型治疗的发展。

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