Gamification in rehabilitation of metacarpal fracture using cost-effective end-user device: A randomized controlled trial
Autor: | Tunku Sara Tunku Ahmad Yahaya, Sachin Shivdas, Jun Wei Then, Pee Terh Choo, Nor Izzati Ab Razak |
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Rok vydání: | 2020 |
Předmět: |
Adult
Male 030506 rehabilitation medicine.medical_specialty Poor compliance Cost-Benefit Analysis medicine.medical_treatment Physical Therapy Sports Therapy and Rehabilitation Wrist law.invention Fractures Bone Young Adult 03 medical and health sciences Grip strength 0302 clinical medicine Metacarpal fracture Randomized controlled trial law medicine Humans Range of Motion Articular Rehabilitation business.industry Hand Injuries Metacarpal Bones Exercise Therapy medicine.anatomical_structure Video Games Physical therapy Patient Compliance Female 0305 other medical science business Range of motion 030217 neurology & neurosurgery After treatment |
Zdroj: | Journal of Hand Therapy. 33:235-242 |
ISSN: | 0894-1130 |
DOI: | 10.1016/j.jht.2020.03.029 |
Popis: | 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 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. |
Databáze: | OpenAIRE |
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