Sun Yiran, Xian Yanjie, Lin Hongbo, Sun Xing
Shenzhen International Graduate School, Tsinghua University, Shenzhen 518055, China.
Bioengineering (Basel). 2024 Jun 23;11(7):640. doi: 10.3390/bioengineering11070640.
Chronic non-specific neck pain (CNNP) poses a substantial health and economic burden in China. This study introduces a gamified motion-sensing health application framework to address the limitations of existing health applications. The gamified cervical spine somatic exercise application employs motion capture technology alongside the smartphone's built-in sensors to simulate accurate somatic interactions. Controlled experiments and data analyses demonstrated that the application significantly outperformed traditional text and video interventions in relieving participants' neck pain by increasing their average daily activity and compliance with the cervical spine exercise routine. The neck pain level of the participants is quantified by the Neck Disability Index (NDI). The results from the controlled experiments demonstrate that this gamified approach significantly decreases the Neck Disability Index (NDI) score from 1.54 to 1.24, highlighting its ability to alleviate neck pain and increase user compliance.
慢性非特异性颈部疼痛(CNNP)在中国造成了巨大的健康和经济负担。本研究引入了一个游戏化的运动传感健康应用框架,以解决现有健康应用的局限性。这款游戏化的颈椎躯体运动应用程序利用运动捕捉技术以及智能手机的内置传感器来模拟精确的躯体交互。对照实验和数据分析表明,该应用程序通过增加参与者的日常活动量和对颈椎锻炼常规的依从性,在缓解参与者颈部疼痛方面显著优于传统的文本和视频干预。参与者的颈部疼痛程度通过颈部功能障碍指数(NDI)进行量化。对照实验的结果表明,这种游戏化方法显著降低了颈部功能障碍指数(NDI)得分,从1.54降至1.24,突出了其缓解颈部疼痛和提高用户依从性的能力。