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SCI-Expanded JCR Q1 Özgün Makale Scopus
The Effect of a Virtual Reality-Mediated Gamified Rehabilitation Program on Pain, Disability, Function, and Balance in Knee Osteoarthritis: A Prospective Randomized Controlled Study
Mary Ann Liebert Inc 2023 Cilt 12 Sayı 1
Scopus Eşleşmesi Bulundu
7
Atıf
12
Cilt
118-124
Sayfa
Scopus Yazarları: Halil Ibrahim Tuna, Aysun Özlü, Gamze Unver, Ahmet Klvanç Menekşeoǧlu
Özet
Background: This prospective randomized controlled study is the first study that evaluates the disease-specific gamification through virtual reality (VR) glasses on pain, disability, functionality, and balance in knee osteoarthritis (OA). Materials and Methods: The demographic data of the patients were recorded. A total of 73 patients were divided into two groups (35 in experimental group and 38 in control group). All patients were evaluated with pain (visual analog scale [VAS]), functionality (Lysholm functional knee score [LFKS], 6 minutes walking test [6MWT]), disability (Western Ontario and McMaster Universities Arthritis Index [WOMAC]), and balance (Berg Balance Scale [BBS]) before treatment, after treatment (3th weeks), and 4 weeks after treatment (7th weeks). In the experimental group, plus the conservative treatment, a total of 15 sessions of a disease-specific gamification through VR glasses were applied. Results: VAS and WOMAC scores of the experimental group were lower at the 3th and 7th weeks than those of the control group (P = 0.005, P = 0.000), (P = 0.000). LFKS of the experimental group was higher at the 3th and 7th weeks than that of the control group (P = 0.005, P = 0.013). No difference was found between the groups in terms of 6MWTs (P > 0.05). BBS score of the experimental group was higher in the 7th week than that of the control group (P = 0.021). Conclusion: In knee OA, the disease-specific gamification through VR glasses added to the conservative treatment has a positive effect on pain, functionality, and balance. Side effects such as mild nausea, headache that did not last long, require additional treatment. In light of this, disease-specific gamification through VR glasses is effective and safe in knee OA, more studies that reveal the long-Term effect on structural healing must be planned.
Anahtar Kelimeler (Scopus)
Knee osteoarthritis Pain Rehabilitation Virtual reality

Anahtar Kelimeler

Knee osteoarthritis Pain Rehabilitation Virtual reality

Makale Bilgileri

Dergi Mary Ann Liebert Inc
ISSN 2161-783X
Yıl 2023 / 1. ay
Cilt / Sayı 12 / 1
Sayfalar 1 – 7
Makale Türü Özgün Makale
Hakemlik Hakemli
Endeks SCI-Expanded
JCR Quartile Q1
TEŞV Puanı 81,00
Yayın Dili İngilizce
Kapsam Uluslararası
Toplam Yazar 4 kişi
Erişim Türü Basılı+Elektronik
Erişim Linki Makaleye Git
Alan Sağlık Bilimleri Temel Alanı Dahili Hastalıklar Hemşireliği

YÖKSİS Yazar Kaydı

Yazar Adı ÖZLÜ AYSUN, ÜNVER GAMZE, TUNA HALİL İBRAHİM, MENEKŞEOĞLU AHMET KIVANÇ
YÖKSİS ID 6484717

Metrikler

Scopus Atıf 7
JCR Quartile Q1
TEŞV Puanı 81,00
Yazar Sayısı 4