EFFECTS OF INTERACTIVE VIDEO GAMES ON THE FUNCTION OF PATIENTS WITH KNEE OSTEOARTHRITIS: A RANDOMIZED CLINICAL TRIAL

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Cyrillo F1, Reis V2, Costa F3, Greve J1
1FMUSP, LEM, Sao Paulo, Brazil, 2Fisiologic Institute, Rehabilitation, Santo André, Brazil, 3Fisiologic Institute, Santo André, Brazil

Background: Knee OA is one of the most prevalent orthopedic diseases in the adult and elderly populations, with a degenerative and progressive character that affects the articular cartilage, limiting the articular range of motion (ROM) due to rigidity and causing important functional restrictions. Virtual Reality (VR) is one of the instruments that can help in the rehabilitation process of patients, motivating them and enabling more assertive movements.

Purpose: Evaluate the effects of video games associated with conventional physiotherapy in relation to pain relief, muscular strength, and function.

Methods: Ninety patients (65 women and 25 men) between 50 and 70 years old, with a medical diagnosis of OA in at least one knee participated in the study. After completing the WOMAC (Western Ontario and McMaster Universities Arthritis Index) and Lequesne questionnaires, they were evaluated for pain (Visual Analogical Scale - VAS) and muscle strength (hand-held dynamometer).The volunteers signed the Consent Term and were then randomly divided, using opaque, sealed envelopes, into 3 groups: Control group - performed a conventional physiotherapy program with aerobic and muscle strengthening exercises; Experimental group 1 (Wii) - in addition to the conventional program used Nintendo´s Wii Fit games; Experimental group 2 (Kinect) - complemented the conventional treatment with the Xbox Kinect video game system.

Results: The findings of the study demonstrated reduced pain, and improved muscular strength and function in the Lequesne Questionnaire for all groups after the intervention (p .001), however the improvement was more pronounced in the Wii and Kinect groups than in the control group. When comparing the pain and stiffness dimensions, all groups presented significant reductions in the WOMAC questionnaire, dimension A (p .001), and only the Kinect presented a statistically significant difference post-intervention in dimension C.

Conclusion(s): The association of Video Games in the rehabilitation program of patients with knee OA presents superior results to conventional physiotherapy. In addition, the Kinect feature demonstrated superior results regarding patient performance when compared to the Wii system.

Implications: Virtual Reality can help patients with knee OA.

Keywords: Virtual reality, knee, osteoarthritis

Funding acknowledgements: Fisiologic Institute; FMUSP

Topic: Musculoskeletal: lower limb; Orthopaedics; Rheumatology

Ethics approval required: Yes
Institution: FMUSP
Ethics committee: CEP-FMUSP
Ethics number: 076/14


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