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一款针对慢性颈痛老年患者进行任务导向性颈部锻炼的严肃游戏:开发、适用性及交叉试点研究。

A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study.

作者信息

Beltran-Alacreu Hector, Navarro-Fernández Gonzalo, Godia-Lledó Daniela, Graell-Pasarón Lucas, Ramos-González Álvaro, Raya Rafael, Martin-Pintado Zugasti Aitor, Fernandez-Carnero Josue

机构信息

Toledo Physiotherapy Research Group, Faculty of Physical Therapy and Nursing, Universidad de Castilla-La Mancha, Toledo, Spain.

CranioSPain Research Group, Centro Superior de Estudios Universitarios La Salle, Madrid, Spain.

出版信息

JMIR Serious Games. 2022 Feb 1;10(1):e31404. doi: 10.2196/31404.

Abstract

BACKGROUND

There is sparse research on the effectiveness of therapeutic exercise for the treatment of neck pain in older adult populations. Moreover, there is a lack of research on the use of serious games or virtual reality for the treatment of neck pain in this population.

OBJECTIVE

The primary aim of this study was to develop and assess the suitability of a serious game for performing task-oriented cervical exercises in patients with neck pain.

METHODS

A serious game was designed based on the key features identified by previous studies that designed serious video games for physical and cognitive rehabilitation or exercise. The game in this study was designed to provide an interactive scenario, with the main functionality of the software solution to control a virtual airplane to reach targets using head motions. At the end of the exercise, the application stores the targets reached and missed and the airplane's trajectory. A crossover pilot study was carried out for preliminary evaluation of the suitability of the technology in the older adult population. Men and women over 65 years of age with chronic neck pain were included. Subjects were randomly assigned to two study arms; each arm consisted of a sequence of two 4-week treatments with an intermediate washout period of 4 weeks. The total study duration was 16 weeks due to a final follow-up measure 4 weeks after the end of all treatments. Treatment A consisted of the use of the serious game developed in this study, and treatment B consisted of conventional exercises. Subjects allocated to the A-B study arm received treatment A first, followed by treatment B, and vice versa in the B-A arm. The following variables were assessed: Suitability Evaluation Questionnaire (SEQ) scores, Visual Analog Scale scores, and the number of targets reached in the serious game.

RESULTS

A total of 18 subjects were assessed for eligibility. A total of 13 subjects, aged between 71 and 92 years (mean 81.85, SD 6.82), were finally included and completed the study protocol. The global mean SEQ score was 50.38 (SD 5.35) out of 65 points, showing good suitability of the serious game. Most patients considered the experience very enjoyable and "real" in terms of the virtual environment and found the information provided to be clear. Also, they believed that the game could be very helpful for their rehabilitation. None of the patients felt any neck pain or discomfort when playing the game, and only 2 patients out of 13 (15%) reported some degree of dizziness, eye discomfort, or disorientation, which did not limit their capacity to finish the session.

CONCLUSIONS

The serious game developed in this study showed good suitability for use in adults over 70 years of age with chronic neck pain. The game was a safe method for performing task-oriented cervical exercises, and patients reported very high levels of satisfaction and acceptance after the use of this technology.

摘要

背景

关于治疗性运动对老年人群颈部疼痛治疗效果的研究较少。此外,对于该人群使用严肃游戏或虚拟现实治疗颈部疼痛的研究也很缺乏。

目的

本研究的主要目的是开发并评估一款用于颈部疼痛患者进行任务导向性颈部锻炼的严肃游戏的适用性。

方法

基于先前为身体和认知康复或锻炼设计严肃视频游戏的研究确定的关键特征设计了一款严肃游戏。本研究中的游戏旨在提供一个交互式场景,软件解决方案的主要功能是通过头部动作控制一架虚拟飞机到达目标。锻炼结束时,应用程序会存储到达和未到达的目标以及飞机的轨迹。进行了一项交叉试点研究,以初步评估该技术在老年人群中的适用性。纳入65岁以上患有慢性颈部疼痛的男性和女性。受试者被随机分配到两个研究组;每组包括两个为期4周的治疗阶段,中间有4周的洗脱期。由于在所有治疗结束后4周进行最终随访测量,总研究时长为16周。治疗A包括使用本研究开发的严肃游戏,治疗B包括传统锻炼。分配到A - B研究组的受试者先接受治疗A,然后接受治疗B,而在B - A组则相反。评估了以下变量:适用性评估问卷(SEQ)得分、视觉模拟量表得分以及严肃游戏中到达的目标数量。

结果

共评估了18名受试者的资格。最终纳入并完成研究方案的共有13名受试者,年龄在71至92岁之间(平均81.85岁,标准差6.82)。SEQ全球平均得分为65分中的50.38分(标准差5.35),表明该严肃游戏具有良好的适用性。大多数患者认为在虚拟环境方面体验非常愉快且“真实”,并发现提供的信息清晰明了。此外,他们认为该游戏对其康复可能非常有帮助。在玩游戏时,没有患者感到任何颈部疼痛或不适,13名患者中只有2名(15%)报告有某种程度的头晕、眼部不适或迷失方向,但这并未限制他们完成疗程的能力。

结论

本研究开发的严肃游戏对70岁以上患有慢性颈部疼痛的成年人显示出良好的适用性。该游戏是进行任务导向性颈部锻炼的一种安全方法,患者在使用该技术后报告了非常高的满意度和接受度。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/50ab/8848226/b1b73af953db/games_v10i1e31404_fig1.jpg

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