Suppr超能文献

全髋关节置换术患者物理治疗中添加虚拟现实的有效性。一项随机对照试验。

Effectiveness of adding virtual reality to physiotherapeutic treatment in patients with total hip arthroplasty. A randomized controlled trial.

作者信息

Zavala-González Jonathan, Martínez Diego, Gutiérrez-Espinoza Héctor

机构信息

Health Rehabilitation Research Center (CIRES), 28059University of the Americas, Santiago, Chile.

Kinesiology Service, 60765San Borja Arriarán Clinical Hospital, Santiago, Chile.

出版信息

Clin Rehabil. 2022 May;36(5):660-668. doi: 10.1177/02692155221080546. Epub 2022 Feb 15.

Abstract

OBJECTIVE

To determine the clinical effectiveness of adding virtual reality via the Nintendo Wii console and its Wii Balance Board to physiotherapy treatment in patients with total hip arthroplasty.

DESIGN

Randomized controlled trial.

SETTING

Clinical Hospital San Borja Arriaran, Santiago, Chile.

PARTICIPANTS

A total of 73 patients over 50 years of age with total hip arthroplasty were randomly allocated to two groups.

INTERVENTIONS

The control group (n = 37) received 6 weeks of physiotherapy treatment; the intervention group (n = 36) received the same treatment plus virtual reality exercises with the Nintendo Wii console.

OUTCOME MEASURES

The two groups were assessed at baseline and after the 6 weeks of treatment. The primary outcome assessed was the function with the WOMAC questionnaire. The secondary outcomes were the Berg Balance Scale, distance covered with the six-minute walk test, and difference in weight load on the lower extremities.

RESULTS

A total of 73 patients, 37 patients in the control group (20 women; mean age of 70.9 ± 9.16 years) and 36 patients in the intervention group (18 women; mean age of 70.39 ± 9.02 years) were analyzed. At the end of the treatment, the difference between groups for the total WOMAC score was -10.4 points ( = 0.00), 4.7 points ( = 0.00) for the Berg Balance Scale, and 45.2 mt ( = 0.00) for the six-minute walk test All differences were in favor of the intervention group.

CONCLUSIONS

In the short term, the addition of virtual reality via the Nintendo Wii and its Wii Balance Board platform showed statistically significant differences in the function of patients with total hip replacement, but these differences were not minimally clinically important.: This research was registered in the Clinical Trials Registry of Australia and New Zealand, with reference ACTRN12618001252202.

摘要

目的

确定通过任天堂Wii游戏机及其Wii平衡板增加虚拟现实技术对全髋关节置换术患者物理治疗效果的临床有效性。

设计

随机对照试验。

地点

智利圣地亚哥圣博尔哈·阿里亚兰临床医院。

参与者

73名50岁以上的全髋关节置换术患者被随机分为两组。

干预措施

对照组(n = 37)接受为期6周的物理治疗;干预组(n = 36)接受相同治疗并加上使用任天堂Wii游戏机进行虚拟现实练习。

观察指标

两组在基线时和治疗6周后进行评估。评估的主要指标是使用WOMAC问卷评估的功能。次要指标是伯格平衡量表、六分钟步行试验的行走距离以及下肢负重差异。

结果

共分析了73例患者,其中对照组37例(20名女性;平均年龄70.9±9.16岁),干预组36例(18名女性;平均年龄70.39±9.02岁)。治疗结束时,两组在WOMAC总分上的差异为-10.4分(P = 0.00),伯格平衡量表差异为4.7分(P = 0.00),六分钟步行试验差异为45.2米(P = 0.00)。所有差异均有利于干预组。

结论

短期内,通过任天堂Wii及其Wii平衡板平台增加虚拟现实技术在全髋关节置换术患者的功能方面显示出统计学上的显著差异,但这些差异在临床上并非具有最小的重要性。本研究已在澳大利亚和新西兰临床试验注册中心注册,注册号为ACTRN12618001252202。

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验