Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study

被引:5
|
作者
Naqvi, Waqar M. [1 ,2 ]
Qureshi, Moh'd Irshad [3 ]
Nimbulkar, Gargi [4 ]
Umate, Laxmikant [5 ]
机构
[1] Datta Meghe Inst Med Sci, Ravi Nair Physiotherapy Coll, Physiotherapy, Wardha, India
[2] NKP Salve Inst Med Sci & Res Ctr, Directorate Res, Nagpur, India
[3] Datta Meghe Inst Med Sci, Ravi Nair Physiotherapy Coll, Neurophysiotherapy, Wardha, India
[4] Raj Rajeshwari Dent Coll & Hosp, Dept Prevent & Community Dent, Udaipur, India
[5] Datta Meghe Inst Med Sci, Dept Res & Dev, Wardha, India
关键词
functional independence; grip strength; pain; pilot study; virtual reality; physiotherapy; distal radial fracture; oculus quest; gamification;
D O I
10.7759/cureus.29333
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
Introduction Gamification is a novel interventional approach to functional recovery and rehabilitation. A significant impact has been observed with the application of gamification on non-traumatic conditions and chronic neurological and musculoskeletal illnesses; however, the implication of gamification on the functional recovery of patients with distal radius fractures (DRF) is yet to be explored. Methodology This pilot study included 20 post-DRF patients aged 18-65 years with unilateral DRF, managed with closed reduction and K-wire internal fixation. The patients were assigned to group A (gamification) and group B (conventional rehabilitation) in a 1:1 ratio. Group A patients played Racket: NX game, Until you fall game, and Holofit game on Oculus Quest head-mounted display (HMD) (Oculus, USA), while group B patients received a conventional rehabilitation program. Both groups underwent a rehabilitation program for 60 min/day, five days a week, for four weeks. The visual analogue scale (VAS), universal goniometer, Jamar dynamometer, and Disabilities of the Arm, Shoulder, and Hand (DASH) questionnaire were used as outcome measures at baseline, at the end of the second week, and at the end of treatment. Results There were significant improvements in pain, range of motion (ROM), grip strength, and functional independence in both groups. However, improvements in hand function and functional independence were significantly greater in the gamification group than in the conventional physiotherapy rehabilitation group. Conclusion The study concluded that gamification appears to have a significant impact on post-DRF rehabilitation in terms of pain, ROM, grip strength, and functional independence. Further research with larger sample sizes is required to confirm the preliminary findings.
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收藏
页数:8
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