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一款促进颈部主动活动的智能手机游戏对办公室职员颈部疼痛发生率的影响:一项为期6个月的整群随机对照试验。

Effects of a smartphone game to facilitate active neck movements on the incidence of neck pain among office workers: A 6-month cluster-randomized controlled trial.

作者信息

Intipanya Natchanon, Sihawong Rattaporn, Janwantanakul Prawit

机构信息

Department of Physical Therapy, Faculty of Allied Health Sciences, Chulalongkorn University, Bangkok, Thailand.

出版信息

Musculoskelet Sci Pract. 2025 Feb;75:103243. doi: 10.1016/j.msksp.2024.103243. Epub 2024 Dec 4.

DOI:10.1016/j.msksp.2024.103243
PMID:39647258
Abstract

OBJECTIVES

To evaluate the effects of a smartphone game for active neck movement exercise on perceived neck discomfort, new onset neck pain, and active cervical range of motion among high-risk office workers.

METHODS

A 6-month prospective cluster-randomized controlled trial was conducted. Workers were randomly assigned at the cluster level into either the intervention group (n = 50), who received a smartphone game to play twice a day, or the control group (n = 50), who received a placebo seat pad to use while sitting. Both groups were followed up for 6 months and outcome measures included the incidence of neck pain, perceived neck discomfort, assessed by the Borg CR-10, and active cervical range of motion. Analyses were performed using Cox proportional hazard models.

RESULTS

The 6-month incidence of neck pain was 20% and 44% in the intervention and control groups, respectively. Hazard ratios, after adjusting for biopsychosocial factors, showed a protective effect of the smartphone game for new onset neck pain (HR = 0.43, 95% CI 0.20 to 0.91). The between group differences in perceived neck discomfort during the follow up did not reach the minimally clinically important difference level. Mean active cervical range of motion in the intervention group were significantly greater than the control group in all directions (p < 0.05).

CONCLUSION

The smartphone game for active neck movement exercise is an effective intervention to prevent neck pain among high-risk office workers.

摘要

目的

评估一款用于颈部主动运动锻炼的智能手机游戏对高危办公室工作人员颈部不适感知、新发颈部疼痛以及颈椎主动活动范围的影响。

方法

进行了一项为期6个月的前瞻性整群随机对照试验。工作人员在整群水平上被随机分为干预组(n = 50),该组每天玩两次智能手机游戏,以及对照组(n = 50),该组在坐着时使用安慰剂坐垫。两组均随访6个月,结局指标包括颈部疼痛发生率、用Borg CR - 10评估的颈部不适感知以及颈椎主动活动范围。使用Cox比例风险模型进行分析。

结果

干预组和对照组颈部疼痛的6个月发生率分别为20%和44%。在调整生物心理社会因素后,风险比显示智能手机游戏对新发颈部疼痛有保护作用(HR = 0.43,95% CI 0.20至0.91)。随访期间两组间颈部不适感知的差异未达到最小临床重要差异水平。干预组在所有方向上的平均颈椎主动活动范围均显著大于对照组(p < 0.05)。

结论

用于颈部主动运动锻炼的智能手机游戏是预防高危办公室工作人员颈部疼痛的有效干预措施。

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