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Cost effectiveness of virtual reality game compared to clinic based McKenzie extension therapy for chronic non-specific low back pain
BACKGROUND: Low-back pain (LBP) is a major public health problem globally and its direct and indirect healthcare costs are growing rapidly. Virtual reality involving the use of video games or non-game applications are alternatives to conventional face-to-face physical therapy for LBP. The purpose of...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
SAGE Publications
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9703246/ https://www.ncbi.nlm.nih.gov/pubmed/36452130 http://dx.doi.org/10.1177/20494637221109108 |
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author | Fatoye, Francis Gebrye, Tadesse Mbada, Chidozie Emmanuel Fatoye, Clara T Makinde, Moses O Ayomide, Salami Ige, Blessing |
author_facet | Fatoye, Francis Gebrye, Tadesse Mbada, Chidozie Emmanuel Fatoye, Clara T Makinde, Moses O Ayomide, Salami Ige, Blessing |
author_sort | Fatoye, Francis |
collection | PubMed |
description | BACKGROUND: Low-back pain (LBP) is a major public health problem globally and its direct and indirect healthcare costs are growing rapidly. Virtual reality involving the use of video games or non-game applications are alternatives to conventional face-to-face physical therapy for LBP. The purpose of this study was to assess the cost-effectiveness of Back Extension-Virtual Reality Game (BE-VRG) compared to Clinic-based McKenzie therapy (CBMT) for chronic non-specific LBP in Nigeria. METHODS: Patients with chronic non-specific LBP were randomised into either BE-VRG or CBMT group. Patients’ level of disability was assessed using Oswestry Disability Index (ODI) at week 4 and week 8. ODI was mapped to SF-6D to generate quality adjusted life years (QALYs) used for cost-effectiveness analysis. Resource use and costs were assessed based on rehabilitation services from a healthcare perspective. Cost-effectiveness analysis which included direct healthcare costs was conducted. Incremental cost per QALY was also calculated. RESULTS: Forty-six patients (BE-VRG, n = 22; CBMT, n = 24) with the mean (±SD) age of 32.6 ± (11.5) years for BE-VRG and 48.8 ± (10.2) years for CBMT intervention completed in this study. The mean direct health costs per patient were USD100.67 and USD106.3 for BE-VRG and CBMT, respectively. The mean quality adjusted life years at week 4 and week 8 were (BE-VRG, 0.0574 ± (0.002); CBMT, 0.0548 ± (0.002)); and (BE-VRG; 0.116 ± (0.002); CBMT; 0.114 ± (0.004)), respectively. Incremental cost-effectiveness ratio showed that BE-VRG arm was less costly and more effective than CBMT. CONCLUSION: The findings of this study suggest that BE-VRG was cost saving for chronic non-specific LBP compared to CBMT. This evidence could guide policy makers, payers and clinicians in evaluating BE-VRG as a treatment option for people with chronic non-specific LBP. |
format | Online Article Text |
id | pubmed-9703246 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | SAGE Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-97032462022-11-29 Cost effectiveness of virtual reality game compared to clinic based McKenzie extension therapy for chronic non-specific low back pain Fatoye, Francis Gebrye, Tadesse Mbada, Chidozie Emmanuel Fatoye, Clara T Makinde, Moses O Ayomide, Salami Ige, Blessing Br J Pain Articles BACKGROUND: Low-back pain (LBP) is a major public health problem globally and its direct and indirect healthcare costs are growing rapidly. Virtual reality involving the use of video games or non-game applications are alternatives to conventional face-to-face physical therapy for LBP. The purpose of this study was to assess the cost-effectiveness of Back Extension-Virtual Reality Game (BE-VRG) compared to Clinic-based McKenzie therapy (CBMT) for chronic non-specific LBP in Nigeria. METHODS: Patients with chronic non-specific LBP were randomised into either BE-VRG or CBMT group. Patients’ level of disability was assessed using Oswestry Disability Index (ODI) at week 4 and week 8. ODI was mapped to SF-6D to generate quality adjusted life years (QALYs) used for cost-effectiveness analysis. Resource use and costs were assessed based on rehabilitation services from a healthcare perspective. Cost-effectiveness analysis which included direct healthcare costs was conducted. Incremental cost per QALY was also calculated. RESULTS: Forty-six patients (BE-VRG, n = 22; CBMT, n = 24) with the mean (±SD) age of 32.6 ± (11.5) years for BE-VRG and 48.8 ± (10.2) years for CBMT intervention completed in this study. The mean direct health costs per patient were USD100.67 and USD106.3 for BE-VRG and CBMT, respectively. The mean quality adjusted life years at week 4 and week 8 were (BE-VRG, 0.0574 ± (0.002); CBMT, 0.0548 ± (0.002)); and (BE-VRG; 0.116 ± (0.002); CBMT; 0.114 ± (0.004)), respectively. Incremental cost-effectiveness ratio showed that BE-VRG arm was less costly and more effective than CBMT. CONCLUSION: The findings of this study suggest that BE-VRG was cost saving for chronic non-specific LBP compared to CBMT. This evidence could guide policy makers, payers and clinicians in evaluating BE-VRG as a treatment option for people with chronic non-specific LBP. SAGE Publications 2022-06-16 2022-12 /pmc/articles/PMC9703246/ /pubmed/36452130 http://dx.doi.org/10.1177/20494637221109108 Text en © British Pain Society 2022 https://creativecommons.org/licenses/by/4.0/This article is distributed under the terms of the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage). |
spellingShingle | Articles Fatoye, Francis Gebrye, Tadesse Mbada, Chidozie Emmanuel Fatoye, Clara T Makinde, Moses O Ayomide, Salami Ige, Blessing Cost effectiveness of virtual reality game compared to clinic based McKenzie extension therapy for chronic non-specific low back pain |
title | Cost effectiveness of virtual reality game compared to clinic based McKenzie extension therapy for chronic non-specific low back pain |
title_full | Cost effectiveness of virtual reality game compared to clinic based McKenzie extension therapy for chronic non-specific low back pain |
title_fullStr | Cost effectiveness of virtual reality game compared to clinic based McKenzie extension therapy for chronic non-specific low back pain |
title_full_unstemmed | Cost effectiveness of virtual reality game compared to clinic based McKenzie extension therapy for chronic non-specific low back pain |
title_short | Cost effectiveness of virtual reality game compared to clinic based McKenzie extension therapy for chronic non-specific low back pain |
title_sort | cost effectiveness of virtual reality game compared to clinic based mckenzie extension therapy for chronic non-specific low back pain |
topic | Articles |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9703246/ https://www.ncbi.nlm.nih.gov/pubmed/36452130 http://dx.doi.org/10.1177/20494637221109108 |
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