TY - JOUR
T1 - Active video games for knee osteoarthritis improve mobility but not WOMAC score
T2 - A randomized controlled trial
AU - Lin, Yu Ting
AU - Lee, Wen Chung
AU - Hsieh, Ru Lan
N1 - Funding Information:
This study was partially supported by research grants from Shin Kong Wu Ho-Su Memorial Hospital ( SKH-8302-103-DR-36, SKH-8302-104-DR-29, SKH-8302-105-DR-24, SKH-8302-106-DR-28, 2018SKHADR028, 2019SKHADR038, and 2020SKHADR035 ) and the Ministry of Science and Technology, Taiwan ( MOST-102-2314-B-341-001, MOST 104-2314-B-002-118-MY3, MOST-105-2314-B-341-002, MOST-105-2314-B-002-049-MY3, MOST-106-2314-B-341-003-MY2, MOST 108-2314-B-341-003, and MOST 108-2314-B-002-127-MY3 ). The funders had no role in the study design, data collection and analysis, decision to publish, or preparation of the manuscript.
Publisher Copyright:
© 2020
PY - 2020/11
Y1 - 2020/11
N2 - Background: Active video games (AVGs) have become popular and have been investigated for their therapeutic purposes. However, the effect of AVGs on patients with knee osteoarthritis (OA) remains uncertain. Objective: We aimed to compare the effects of AVGs with those of traditional therapeutic exercise on patients with knee OA. Method: This was a prospective single-blind, randomized controlled trial. Participants (n = 80) with knee OA were allocated to the AVGs group (n = 40) or therapeutic exercise group (n = 40). Both groups received treatment 3 times a week for 4 weeks. The primary outcome was the Western Ontario and McMaster Universities Osteoarthritis Index (WOMAC), and secondary outcome measures were the World Health Organization Quality of Life-Brief Vision, Hospital Anxiety and Depression Scale, Multidimensional Fatigue Inventory, physical functional performance (including time for 10-m walking and for ascending and descending stairs), Biodex Stability System, Chronic Pain Grade Questionnaire, and Work Ability Index. The patients were evaluated at baseline, 2 and 4 weeks after treatment, and 1 and 3 months after treatment completion. Results: Both groups showed significant time effect in the pain subcategory of the WOMAC (P = 0.047). However, we found no significant group × time interaction effect between the groups at any follow-up assessments for pain (P = 0.066), stiffness (P = 0.284), or physical function (P = 0.179) for the WOMAC. Among the secondary outcomes, we found significant group × time effects favoring the AVG group in dynamic balance (P = 0.020), and physical functional performance including 10-m walking time (P = 0.002) and stair ascent time (P = 0.005), and the physical domain of health (P = 0.032). Conclusions: Therapeutic exercises and playing AVGs similarly improved the pain of patients with knee OA; however, playing AVGs improved dynamic balance, physical functional performance, and physical health more than therapeutic exercises did.
AB - Background: Active video games (AVGs) have become popular and have been investigated for their therapeutic purposes. However, the effect of AVGs on patients with knee osteoarthritis (OA) remains uncertain. Objective: We aimed to compare the effects of AVGs with those of traditional therapeutic exercise on patients with knee OA. Method: This was a prospective single-blind, randomized controlled trial. Participants (n = 80) with knee OA were allocated to the AVGs group (n = 40) or therapeutic exercise group (n = 40). Both groups received treatment 3 times a week for 4 weeks. The primary outcome was the Western Ontario and McMaster Universities Osteoarthritis Index (WOMAC), and secondary outcome measures were the World Health Organization Quality of Life-Brief Vision, Hospital Anxiety and Depression Scale, Multidimensional Fatigue Inventory, physical functional performance (including time for 10-m walking and for ascending and descending stairs), Biodex Stability System, Chronic Pain Grade Questionnaire, and Work Ability Index. The patients were evaluated at baseline, 2 and 4 weeks after treatment, and 1 and 3 months after treatment completion. Results: Both groups showed significant time effect in the pain subcategory of the WOMAC (P = 0.047). However, we found no significant group × time interaction effect between the groups at any follow-up assessments for pain (P = 0.066), stiffness (P = 0.284), or physical function (P = 0.179) for the WOMAC. Among the secondary outcomes, we found significant group × time effects favoring the AVG group in dynamic balance (P = 0.020), and physical functional performance including 10-m walking time (P = 0.002) and stair ascent time (P = 0.005), and the physical domain of health (P = 0.032). Conclusions: Therapeutic exercises and playing AVGs similarly improved the pain of patients with knee OA; however, playing AVGs improved dynamic balance, physical functional performance, and physical health more than therapeutic exercises did.
KW - Active video games
KW - Effect
KW - Knee osteoarthritis
KW - Therapeutic exercise
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U2 - 10.1016/j.rehab.2019.11.008
DO - 10.1016/j.rehab.2019.11.008
M3 - Article
C2 - 31981832
AN - SCOPUS:85092509828
SN - 1877-0657
VL - 63
SP - 458
EP - 465
JO - Annals of Physical and Rehabilitation Medicine
JF - Annals of Physical and Rehabilitation Medicine
IS - 6
ER -