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探究沉浸式虚拟现实辅助下肢力量训练对膝关节骨关节炎的可行性、可接受性及初步疗效:混合方法试点随机对照试验

Examining the Feasibility, Acceptability, and Preliminary Efficacy of an Immersive Virtual Reality-Assisted Lower Limb Strength Training for Knee Osteoarthritis: Mixed Methods Pilot Randomized Controlled Trial.

作者信息

Lo Hermione Hin Man, Ng Marques, Fong Pak Yiu Hugo, Lai Harmony Hoi Ki, Wang Bo, Wong Samuel Yeung-Shan, Sit Regina Wing Shan

机构信息

The Nethersole School of Nursing, The Chinese University of Hong Kong, Hong Kong, Hong Kong (China).

Jockey Club School of Public Health and Primary Care, The Chinese University of Hong Kong, Room 209, School of Public Health Building, Prince of Wales Hospital, Ngan Shing Street, Shatin, New Territories, Hong Kong, 999077, Hong Kong (China), 852 22528452, 852 26063500.

出版信息

JMIR Serious Games. 2024 Sep 27;12:e52563. doi: 10.2196/52563.

Abstract

BACKGROUND

Knee osteoarthritis prevalently causes significant pain, activity limitations, psychological distress, and reduced quality of life. Despite lower limb strength training being a core treatment for knee osteoarthritis, adherence remains a challenge, prompting the exploration of virtual reality (VR) to improve exercise compliance. Recent research suggests the potential of VR in providing enhanced pain management and functional outcomes for knee osteoarthritis, necessitating further exploration of immersive VR technology.

OBJECTIVE

We aimed to study the feasibility, acceptability, and preliminary efficacy of an immersive VR-assisted lower limb strength training for knee osteoarthritis (VRiKnee).

METHODS

A convergent, parallel, mixed methods study was conducted in 30 participants with knee osteoarthritis. After 1:1 randomization, the VRiKnee group (n=15) was assigned to perform repetitive concentric quadriceps and isometric vastus medialis oblique exercise in an immersive environment using a head-mounted display for 12 weeks. The control group (n=15) completed the same exercises without VRiKnee. VRiKnee participants were interviewed at week 12 to study VRiKnee acceptability and user experience. Quantitative data included feasibility outcomes such as recruitment, dropout, and exercise adherence rates, and effectiveness outcomes such as the numeric rating scale, the Western Ontario and McMaster Universities Osteoarthritis Index (100 points) pain and function subscales, and objective physical activity measured by metabolic equivalents of task using an ActivPAL accelerometer. Qualitative data were analyzed by thematic analysis, followed by integration with quantitative data using joint displays.

RESULTS

The recruitment rate was 100% (N=30), with enrollment of 30 participants in 7.57 weeks. The median age was 63.5 (IQR 61.8-66.3) years, with 76% (n=23) being female. The response rates were 80% and 93% for the VRiKnee and control groups. Dropout rates were 13% for VRiKnee and 7% for the control group. Median exercise adherence was 77% (IQR 37-104%) for VRiKnee and 62% (IQR 40-166%) for the control group, respectively, with adherence reduction over this study's period and no significant intergroup differences (P=.82). No statistically significant differences were observed in primary and secondary outcomes, though positive trends were observed in pain and stiffness. Cybersickness was reported by 5 (33%) participants in the VRiKnee group. In the qualitative analysis, 4 themes, 11 subthemes, and 16 quotes were generated, identifying facilitators and barriers with practical suggestions to enhance the usability of VRiKnee.

CONCLUSIONS

VRiKnee demonstrated feasibility, acceptability, and potential efficacy in managing knee osteoarthritis. Future trials of larger sample sizes and better VR designs will confirm its role in clinical practice.

摘要

背景

膝关节骨关节炎常导致严重疼痛、活动受限、心理困扰及生活质量下降。尽管下肢力量训练是膝关节骨关节炎的核心治疗方法,但坚持训练仍是一项挑战,这促使人们探索虚拟现实(VR)技术以提高运动依从性。近期研究表明,VR在为膝关节骨关节炎提供强化疼痛管理和功能改善方面具有潜力,因此有必要进一步探索沉浸式VR技术。

目的

我们旨在研究沉浸式VR辅助的膝关节骨关节炎下肢力量训练(VRiKnee)的可行性、可接受性及初步疗效。

方法

对30名膝关节骨关节炎患者进行了一项融合、平行的混合方法研究。在1:1随机分组后,VRiKnee组(n = 15)被分配使用头戴式显示器在沉浸式环境中进行重复性的股四头肌向心性收缩和股内侧斜肌等长收缩练习,为期12周。对照组(n = 15)在不使用VRiKnee的情况下完成相同练习。在第12周对VRiKnee组参与者进行访谈,以研究VRiKnee的可接受性和用户体验。定量数据包括可行性结果,如招募率、退出率和运动依从率,以及有效性结果,如数字评分量表、西安大略和麦克马斯特大学骨关节炎指数(100分)疼痛和功能子量表,以及使用ActivPAL加速度计通过任务代谢当量测量的客观身体活动。定性数据通过主题分析进行分析,随后使用联合展示将其与定量数据整合。

结果

招募率为100%(N = 30),在7.57周内招募了30名参与者。中位年龄为63.5岁(四分位间距61.8 - 66.3岁),女性占76%(n = 23)。VRiKnee组和对照组的应答率分别为80%和93%。VRiKnee组的退出率为13%,对照组为7%。VRiKnee组和对照组的中位运动依从率分别为77%(四分位间距37 - 104%)和62%(四分位间距40 - 166%),在本研究期间依从率均有所下降,且组间无显著差异(P = 0.82)。在主要和次要结局方面未观察到统计学显著差异,尽管在疼痛和僵硬方面观察到了积极趋势。VRiKnee组有5名(33%)参与者报告了晕动症。在定性分析中,生成了4个主题、11个子主题和16条引语,确定了促进因素和障碍,并提出了增强VRiKnee可用性的实用建议。

结论

VRiKnee在管理膝关节骨关节炎方面显示出可行性、可接受性和潜在疗效。未来更大样本量和更好VR设计的试验将证实其在临床实践中的作用。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a44b/11451550/a91796300e8e/games-v12-e52563-g001.jpg

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