التفاصيل البيبلوغرافية
العنوان: |
Gamification of Cervical Spine Physiotherapy by Virtual Reality Software: Is This Real Rehabilitation? |
المؤلفون: |
Gavish L; Institute for Research in Military Medicine (IRMM), Faculty of Medicine, The Hebrew University of Jerusalem and the Israel Defense Forces Medical Corps, Jerusalem, Israel., Weissberger O; XRHealth Ltd., Tel Aviv, Israel., Barzilay Y; Department of Orthopedic Surgery, Shaare Zedek Medical Center, Jerusalem, Israel. |
المصدر: |
Games for health journal [Games Health J] 2023 Dec; Vol. 12 (6), pp. 468-471. Date of Electronic Publication: 2023 Jul 25. |
نوع المنشور: |
Journal Article |
اللغة: |
English |
بيانات الدورية: |
Publisher: Mary Ann Liebert, Inc Country of Publication: United States NLM ID: 101583709 Publication Model: Print-Electronic Cited Medium: Internet ISSN: 2161-7856 (Electronic) Linking ISSN: 2161783X NLM ISO Abbreviation: Games Health J Subsets: MEDLINE |
أسماء مطبوعة: |
Original Publication: New Rochelle, N.Y. : Mary Ann Liebert, Inc. |
مواضيع طبية MeSH: |
Gamification* , Virtual Reality*, Humans ; Male ; Female ; Young Adult ; Adult ; Middle Aged ; Prospective Studies ; Physical Therapy Modalities ; Cervical Vertebrae ; Software |
مستخلص: |
Objective: Physical rehabilitation by virtual reality (VR) gamification is gaining acceptance. This study was designed to verify whether neck movements invoked by a fully immersive VR game environment may be physiotherapist-prescribed rehabilitation exercise. Methods: This was a single-visit prospective clinical trial (NCT03104647). Healthy participants put on VR headsets and entered a fully immersive game environment (VRPhysio, XRHealth, Tel Aviv, Israel) that prompted neck movement (flexion, extension, rotation, lateral bend, and combinations repeated twice in random order) accompanied by feedback encouraging correct performance. Four board-certified physiotherapists independently viewed videotapes recorded during the session, identified movements, and determined whether they were recommended as neck rehabilitation exercises. Results: Twenty ( n = 20) participants (male-female ratio = 13:7; age = 38 ± 14 years old) completed the training session (16 movements per participant). All movements were identified correctly and determined to be appropriate for neck rehabilitation. No adverse events were reported. Conclusions: The VRPhysio software invoked movements identified by board-certified physiotherapists as appropriate for neck rehabilitation. The potential advantage of home-based VR gamification of cervical spine rehabilitation programs over common practice in motivating patient adherence warrants evaluation by randomized controlled trials. |
فهرسة مساهمة: |
Keywords: Cervical pain; Gamification; Neck injuries; Physical therapy; Rehabilitation; Virtual reality |
تواريخ الأحداث: |
Date Created: 20230724 Date Completed: 20231206 Latest Revision: 20231206 |
رمز التحديث: |
20231215 |
DOI: |
10.1089/g4h.2023.0036 |
PMID: |
37486726 |
قاعدة البيانات: |
MEDLINE |