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Randomized Controlled Trial
. 2020 Nov;63(6):458-465.
doi: 10.1016/j.rehab.2019.11.008. Epub 2020 Jan 22.

Active video games for knee osteoarthritis improve mobility but not WOMAC score: A randomized controlled trial

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Free article
Randomized Controlled Trial

Active video games for knee osteoarthritis improve mobility but not WOMAC score: A randomized controlled trial

Yu-Ting Lin et al. Ann Phys Rehabil Med. 2020 Nov.
Free article

Abstract

Background: Active video games (AVGs) have become popular and have been investigated for their therapeutic purposes. However, the effect of AVGs on patients with knee osteoarthritis (OA) remains uncertain.

Objective: We aimed to compare the effects of AVGs with those of traditional therapeutic exercise on patients with knee OA.

Method: This was a prospective single-blind, randomized controlled trial. Participants (n=80) with knee OA were allocated to the AVGs group (n=40) or therapeutic exercise group (n=40). Both groups received treatment 3 times a week for 4 weeks. The primary outcome was the Western Ontario and McMaster Universities Osteoarthritis Index (WOMAC), and secondary outcome measures were the World Health Organization Quality of Life-Brief Vision, Hospital Anxiety and Depression Scale, Multidimensional Fatigue Inventory, physical functional performance (including time for 10-m walking and for ascending and descending stairs), Biodex Stability System, Chronic Pain Grade Questionnaire, and Work Ability Index. The patients were evaluated at baseline, 2 and 4 weeks after treatment, and 1 and 3 months after treatment completion.

Results: Both groups showed significant time effect in the pain subcategory of the WOMAC (P=0.047). However, we found no significant group×time interaction effect between the groups at any follow-up assessments for pain (P=0.066), stiffness (P=0.284), or physical function (P=0.179) for the WOMAC. Among the secondary outcomes, we found significant group×time effects favoring the AVG group in dynamic balance (P=0.020), and physical functional performance including 10-m walking time (P=0.002) and stair ascent time (P=0.005), and the physical domain of health (P=0.032).

Conclusions: Therapeutic exercises and playing AVGs similarly improved the pain of patients with knee OA; however, playing AVGs improved dynamic balance, physical functional performance, and physical health more than therapeutic exercises did.

Keywords: Active video games; Effect; Knee osteoarthritis; Therapeutic exercise.

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