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Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study
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 gamifica...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Cureus
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9580983/ https://www.ncbi.nlm.nih.gov/pubmed/36277562 http://dx.doi.org/10.7759/cureus.29333 |
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author | Naqvi, Waqar M Qureshi, Moh'd Irshad Nimbulkar, Gargi Umate, Laxmikant |
author_facet | Naqvi, Waqar M Qureshi, Moh'd Irshad Nimbulkar, Gargi Umate, Laxmikant |
author_sort | Naqvi, Waqar M |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-9580983 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Cureus |
record_format | MEDLINE/PubMed |
spelling | pubmed-95809832022-10-21 Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study Naqvi, Waqar M Qureshi, Moh'd Irshad Nimbulkar, Gargi Umate, Laxmikant Cureus Physical Medicine & Rehabilitation 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. Cureus 2022-09-19 /pmc/articles/PMC9580983/ /pubmed/36277562 http://dx.doi.org/10.7759/cureus.29333 Text en Copyright © 2022, Naqvi et al. https://creativecommons.org/licenses/by/3.0/This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Physical Medicine & Rehabilitation Naqvi, Waqar M Qureshi, Moh'd Irshad Nimbulkar, Gargi Umate, Laxmikant Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study |
title | Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study |
title_full | Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study |
title_fullStr | Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study |
title_full_unstemmed | Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study |
title_short | Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study |
title_sort | gamification for distal radius fracture rehabilitation: a randomized controlled pilot study |
topic | Physical Medicine & Rehabilitation |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9580983/ https://www.ncbi.nlm.nih.gov/pubmed/36277562 http://dx.doi.org/10.7759/cureus.29333 |
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