Literature DB >> 30247715

Video-Game-Based Exercises for Older People With Chronic Low Back Pain: A Randomized Controlledtable Trial (GAMEBACK).

Joshua R Zadro1, Debra Shirley2, Milena Simic2, Seyed J Mousavi3, Dragana Ceprnja4, Katherine Maka5, Jennie Sung5, Paulo Ferreira2.   

Abstract

Background: Video game technology increases adherence to home exercise and could support self-management for older people with chronic low back pain (LBP). Objective: The objective was to investigate the effects of home-based video game exercises on pain self-efficacy and care-seeking in older people with chronic LBP. Design: The study was a randomized controlled trial. Setting: The setting was a community and waiting list. Participants: Sixty participants, aged > 55 years with chronic LBP, were randomized (1:1) to Wii Fit U exercises or to continue their usual activities for 8 weeks. Intervention: The intervention was home-based Wii Fit U flexibility, strengthening, and aerobic exercises for 60 minutes, 3 times per week, with fortnightly calls from a physical therapist. Measurements: Measurements included pain self-efficacy and care-seeking (primary outcomes), and physical activity, pain, function, disability, fear of movement/reinjury, falls efficacy, recruitment and response rates, adherence, experience with the intervention, and adverse events (secondary outcomes).
Results: The mean age of participants was 67.8 (standard deviation = 6.0) years. Adherence to the total recommended exercise time was 70.8%, and no adverse events were reported. Participants completing Wii Fit U exercises had significantly higher pain self-efficacy at 6 months, but not immediately postintervention or at 3 months; there were no between-group differences in care-seeking. Compared with the control group, participants completing Wii Fit U exercises demonstrated significantly greater improvements in pain and function at 8 weeks and were more likely to engage in flexibility exercises at 6 months. There were no significant between-group differences for the remaining outcomes. Limitations: Participants and therapists were not blinded. Conclusions: Wii Fit U exercises improved pain self-efficacy at 6 months, and pain and function immediately postintervention in older people with chronic LBP, but the clinical importance of these changes is questionable. Wii Fit U exercises had no effect on care-seeking, physical activity, disability, fear of movement/reinjury, or falls efficacy.

Entities:  

Mesh:

Year:  2019        PMID: 30247715     DOI: 10.1093/ptj/pzy112

Source DB:  PubMed          Journal:  Phys Ther        ISSN: 0031-9023


  14 in total

1.  Attempting to Separate Placebo Effects from Exercise in Chronic Pain: A Systematic Review and Meta-analysis.

Authors:  Clint T Miller; Patrick J Owen; Christian A Than; Jake Ball; Kate Sadler; Alessandro Piedimonte; Fabrizio Benedetti; Daniel L Belavy
Journal:  Sports Med       Date:  2021-08-27       Impact factor: 11.928

2.  Feedback on Trunk Movements From an Electronic Game to Improve Postural Balance in People With Nonspecific Low Back Pain: Pilot Randomized Controlled Trial.

Authors:  Jaap Swanenburg; Walter Karlen; Anita Meinke; Rick Peters; Ruud H Knols
Journal:  JMIR Serious Games       Date:  2022-06-10       Impact factor: 3.364

Review 3.  Exercise therapy for chronic low back pain.

Authors:  Jill A Hayden; Jenna Ellis; Rachel Ogilvie; Antti Malmivaara; Maurits W van Tulder
Journal:  Cochrane Database Syst Rev       Date:  2021-09-28

4.  Acceptability and Attitude towards a Mobile-Based Home Exercise Program among Stroke Survivors and Caregivers: A Cross-Sectional Study.

Authors:  Amreen Mahmood; Vevita Blaizy; Aparajita Verma; Joel Stephen Sequeira; Dola Saha; Selvam Ramachandran; N Manikandan; Bhaskaran Unnikrishnan; John M Solomon
Journal:  Int J Telemed Appl       Date:  2019-05-02

Review 5.  Adherence to and the Maintenance of Self-Management Behaviour in Older People with Musculoskeletal Pain-A Scoping Review and Theoretical Models.

Authors:  Anne Söderlund; Petra von Heideken Wågert
Journal:  J Clin Med       Date:  2021-01-15       Impact factor: 4.241

6.  The Effect of Video Game-Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis.

Authors:  Chao Yang; Xiaolei Han; Mingxue Jin; Jianhui Xu; Yiren Wang; Yajun Zhang; Chonglong Xu; Yingshi Zhang; Enshi Jin; Chengzhe Piao
Journal:  JMIR Serious Games       Date:  2021-12-30       Impact factor: 4.143

7.  Using Postmarket Surveillance to Assess Safety-Related Events in a Digital Rehabilitation App (Kaia App): Observational Study.

Authors:  Deeptee Jain; Kevin Norman; Zachary Werner; Bar Makovoz; Turner Baker; Stephan Huber
Journal:  JMIR Hum Factors       Date:  2021-11-09

Review 8.  Virtual Reality in the Treatment of Adults with Chronic Low Back Pain: A Systematic Review and Meta-Analysis of Randomized Clinical Trials.

Authors:  Beatriz Brea-Gómez; Irene Torres-Sánchez; Araceli Ortiz-Rubio; Andrés Calvache-Mateo; Irene Cabrera-Martos; Laura López-López; Marie Carmen Valenza
Journal:  Int J Environ Res Public Health       Date:  2021-11-11       Impact factor: 3.390

Review 9.  Which specific modes of exercise training are most effective for treating low back pain? Network meta-analysis.

Authors:  Patrick J Owen; Clint T Miller; Niamh L Mundell; Simone J J M Verswijveren; Scott D Tagliaferri; Helena Brisby; Steven J Bowe; Daniel L Belavy
Journal:  Br J Sports Med       Date:  2019-10-30       Impact factor: 13.800

10.  A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study.

Authors:  Hector Beltran-Alacreu; Gonzalo Navarro-Fernández; Daniela Godia-Lledó; Lucas Graell-Pasarón; Álvaro Ramos-González; Rafael Raya; Aitor Martin-Pintado Zugasti; Josue Fernandez-Carnero
Journal:  JMIR Serious Games       Date:  2022-02-01       Impact factor: 4.143

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.