Literature DB >> 32430167

Gamification in rehabilitation of metacarpal fracture using cost-effective end-user device: A randomized controlled trial.

Jun Wei Then1, Sachin Shivdas2, Tunku Sara Tunku Ahmad Yahaya2, Nor Izzati Ab Razak2, Pee Terh Choo3.   

Abstract

STUDY
DESIGN: This is a two-group randomized controlled trial.
INTRODUCTION: Finger stiffness after treatment for metacarpal fractures often occurs due to poor compliance to the conventional rehabilitation programs. Gamification has shown success in improving adherence to and effectiveness of various therapies. PURPOSE OF THE STUDY: The purpose of this study was to evaluate whether gamification, using cost-effective devices was comparable with conventional physiotherapy in improving hand functions and adherence to rehabilitation in metacarpal fractures.
METHODS: A 2-group randomized controlled trial involving 19 patients was conducted. Participants were randomized to a control (conventional physiotherapy, n = 10) or interventional group (gamification, n = 9). The grips strength and composite finger range of motion were measured at the baseline and each follow-up together with Patient-Rated Wrist and Hand Evaluation scores and compliance.
RESULTS: There were no significant differences on improvements of grip strength (means difference 24.38 vs 20.44, P = .289) and composite finger range of motion (means difference 50.50 vs 51.11, P = .886). However, the gamification group showed better results in Patient-Rated Wrist and Hand Evaluation (mean 0.44 vs 8.45, P = .038) and compliance (P < .05). No adverse events were reported. DISCUSSION: Our results suggest that gamification using a cost-effective device demonstrated similar effectiveness as conventional physiotherapy in post-metacarpal fracture rehabilitation.
CONCLUSIONS: Gamification using a mobile device is an inexpensive and safe alternative to conventional physiotherapy for hand rehabilitation after metacarpal fractures. It effectively serves as a guide for future development of cost-effective technology-enhanced therapy.
Copyright © 2020 Hanley & Belfus. Published by Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Cost effective; Gamification; Metacarpal fracture; Mobile device; Rehabilitation

Mesh:

Year:  2020        PMID: 32430167     DOI: 10.1016/j.jht.2020.03.029

Source DB:  PubMed          Journal:  J Hand Ther        ISSN: 0894-1130            Impact factor:   1.950


  1 in total

1.  Doctoral physical therapy students’ increased confidence following exploration of active video gaming systems in a problem-based learning curriculum in the United States: a pre- and post-intervention study

Authors:  Michelle Elizabeth Wormley; Wendy Romney; Diana Veneri; Andrea Oberlander
Journal:  J Educ Eval Health Prof       Date:  2022-04-26
  1 in total

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