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. 2022 Sep 19;14(9):e29333.
doi: 10.7759/cureus.29333. eCollection 2022 Sep.

Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study

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Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study

Waqar M Naqvi et al. Cureus. .

Abstract

Introduction Gamification is a novel interventional approach to functional recovery and rehabilitation. A significant impact has been observed with the application of gamification on non-traumatic conditions and chronic neurological and musculoskeletal illnesses; however, the implication of gamification on the functional recovery of patients with distal radius fractures (DRF) is yet to be explored. Methodology This pilot study included 20 post-DRF patients aged 18-65 years with unilateral DRF, managed with closed reduction and K-wire internal fixation. The patients were assigned to group A (gamification) and group B (conventional rehabilitation) in a 1:1 ratio. Group A patients played Racket: NX game, Until you fall game, and Holofit game on Oculus Quest head-mounted display (HMD) (Oculus, USA), while group B patients received a conventional rehabilitation program. Both groups underwent a rehabilitation program for 60 min/day, five days a week, for four weeks. The visual analogue scale (VAS), universal goniometer, Jamar dynamometer, and Disabilities of the Arm, Shoulder, and Hand (DASH) questionnaire were used as outcome measures at baseline, at the end of the second week, and at the end of treatment. Results There were significant improvements in pain, range of motion (ROM), grip strength, and functional independence in both groups. However, improvements in hand function and functional independence were significantly greater in the gamification group than in the conventional physiotherapy rehabilitation group. Conclusion The study concluded that gamification appears to have a significant impact on post-DRF rehabilitation in terms of pain, ROM, grip strength, and functional independence. Further research with larger sample sizes is required to confirm the preliminary findings.

Keywords: distal radial fracture; functional independence; gamification; grip strength; oculus quest; pain; physiotherapy; pilot study; virtual reality.

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Conflict of interest statement

The authors have declared that no competing interests exist.

Figures

Figure 1
Figure 1. Comparative evaluation of the mean degree of wrist flexion between two groups
Figure 2
Figure 2. Comparative evaluation of the mean degree of radial deviation between two groups
Figure 3
Figure 3. Analysis of mean range on comparison of pronation in between groups A and B
Figure 4
Figure 4. Comparative analysis of mean grip strength between groups A and B

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