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Acute effects of game-based biofeedback training on trunk motion in chronic low back pain: a randomized cross-over pilot trial

BACKGROUND: Improving movement control might be a promising treatment goal during chronic non-specific low back pain (CLBP) rehabilitation. The objective of the study is to evaluate the effect of a single bout of game-based real-time feedback intervention on trunk movement in patients with CLBP. MET...

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Autores principales: Mueller, Juliane, Niederer, Daniel, Tenberg, Sarah, Oberheim, Lukas, Moesner, Alina, Mueller, Steffen
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9655801/
https://www.ncbi.nlm.nih.gov/pubmed/36372870
http://dx.doi.org/10.1186/s13102-022-00586-z
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author Mueller, Juliane
Niederer, Daniel
Tenberg, Sarah
Oberheim, Lukas
Moesner, Alina
Mueller, Steffen
author_facet Mueller, Juliane
Niederer, Daniel
Tenberg, Sarah
Oberheim, Lukas
Moesner, Alina
Mueller, Steffen
author_sort Mueller, Juliane
collection PubMed
description BACKGROUND: Improving movement control might be a promising treatment goal during chronic non-specific low back pain (CLBP) rehabilitation. The objective of the study is to evaluate the effect of a single bout of game-based real-time feedback intervention on trunk movement in patients with CLBP. METHODS: Thirteen CLBP patients (8female;41 ± 16 years;173 ± 10 cm;78 ± 22 kg) were included in this randomized cross-over pilot trial. During one laboratory session (2 h), participants performed three identical measurements on trunk movement all including: first, maximum angle of lateral flexion was assessed. Secondly, a target trunk lateral flexion (angle: 20°) was performed. Main outcome was maximum angle ([°]; MA). Secondary outcomes were deviation [°] from the target angle (angle reproduction; AR) and MA of the secondary movement planes (rotation; extension/flexion) during lateral flexion. The outcomes were assessed by an optical 3D-motion-capture-system (2-segment-trunk-model). The measurements were separated by 12-min of intervention and/or resting (randomly). The intervention involved a sensor-based trunk exergame (guiding an avatar through virtual worlds). After carryover effect-analysis, pre-to-post intervention data were pooled between the two sequences followed by analyses of variances (paired t-test). RESULTS: No significant change from pre to post intervention for MA or AR for any segment occurred for the main movement plane, lateral flexion (p > .05). The upper trunk segment showed a significant decrease of the MA for trunk extension/flexion from pre to post intervention ((4.4° ± 4.4° (95% CI 7.06–1.75)/3.5° ± 1.29° (95% CI 6.22–0.80); p = 0.02, d = 0.20). CONCLUSIONS: A single bout of game-based real-time feedback intervention lead to changes in the secondary movement planes indicating reduced evasive motion during trunk movement. Trial registration No. DRKS00029765 (date of registration 27.07.2022). Retrospectively registered in the German Clinical Trial Register.
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spelling pubmed-96558012022-11-15 Acute effects of game-based biofeedback training on trunk motion in chronic low back pain: a randomized cross-over pilot trial Mueller, Juliane Niederer, Daniel Tenberg, Sarah Oberheim, Lukas Moesner, Alina Mueller, Steffen BMC Sports Sci Med Rehabil Research BACKGROUND: Improving movement control might be a promising treatment goal during chronic non-specific low back pain (CLBP) rehabilitation. The objective of the study is to evaluate the effect of a single bout of game-based real-time feedback intervention on trunk movement in patients with CLBP. METHODS: Thirteen CLBP patients (8female;41 ± 16 years;173 ± 10 cm;78 ± 22 kg) were included in this randomized cross-over pilot trial. During one laboratory session (2 h), participants performed three identical measurements on trunk movement all including: first, maximum angle of lateral flexion was assessed. Secondly, a target trunk lateral flexion (angle: 20°) was performed. Main outcome was maximum angle ([°]; MA). Secondary outcomes were deviation [°] from the target angle (angle reproduction; AR) and MA of the secondary movement planes (rotation; extension/flexion) during lateral flexion. The outcomes were assessed by an optical 3D-motion-capture-system (2-segment-trunk-model). The measurements were separated by 12-min of intervention and/or resting (randomly). The intervention involved a sensor-based trunk exergame (guiding an avatar through virtual worlds). After carryover effect-analysis, pre-to-post intervention data were pooled between the two sequences followed by analyses of variances (paired t-test). RESULTS: No significant change from pre to post intervention for MA or AR for any segment occurred for the main movement plane, lateral flexion (p > .05). The upper trunk segment showed a significant decrease of the MA for trunk extension/flexion from pre to post intervention ((4.4° ± 4.4° (95% CI 7.06–1.75)/3.5° ± 1.29° (95% CI 6.22–0.80); p = 0.02, d = 0.20). CONCLUSIONS: A single bout of game-based real-time feedback intervention lead to changes in the secondary movement planes indicating reduced evasive motion during trunk movement. Trial registration No. DRKS00029765 (date of registration 27.07.2022). Retrospectively registered in the German Clinical Trial Register. BioMed Central 2022-11-13 /pmc/articles/PMC9655801/ /pubmed/36372870 http://dx.doi.org/10.1186/s13102-022-00586-z Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
spellingShingle Research
Mueller, Juliane
Niederer, Daniel
Tenberg, Sarah
Oberheim, Lukas
Moesner, Alina
Mueller, Steffen
Acute effects of game-based biofeedback training on trunk motion in chronic low back pain: a randomized cross-over pilot trial
title Acute effects of game-based biofeedback training on trunk motion in chronic low back pain: a randomized cross-over pilot trial
title_full Acute effects of game-based biofeedback training on trunk motion in chronic low back pain: a randomized cross-over pilot trial
title_fullStr Acute effects of game-based biofeedback training on trunk motion in chronic low back pain: a randomized cross-over pilot trial
title_full_unstemmed Acute effects of game-based biofeedback training on trunk motion in chronic low back pain: a randomized cross-over pilot trial
title_short Acute effects of game-based biofeedback training on trunk motion in chronic low back pain: a randomized cross-over pilot trial
title_sort acute effects of game-based biofeedback training on trunk motion in chronic low back pain: a randomized cross-over pilot trial
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9655801/
https://www.ncbi.nlm.nih.gov/pubmed/36372870
http://dx.doi.org/10.1186/s13102-022-00586-z
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