Video-Game-Based Exercises for Older People With Chronic Low Back Pain: A Randomized Controlledtable Trial (GAMEBACK).


Journal

Physical therapy
ISSN: 1538-6724
Titre abrégé: Phys Ther
Pays: United States
ID NLM: 0022623

Informations de publication

Date de publication:
01 01 2019
Historique:
received: 19 10 2017
accepted: 16 07 2018
pubmed: 25 9 2018
medline: 18 10 2019
entrez: 25 9 2018
Statut: ppublish

Résumé

Video game technology increases adherence to home exercise and could support self-management for older people with chronic low back pain (LBP). The objective was to investigate the effects of home-based video game exercises on pain self-efficacy and care-seeking in older people with chronic LBP. The study was a randomized controlled trial. The setting was a community and waiting list. Sixty participants, aged > 55 years with chronic LBP, were randomized (1:1) to Wii Fit U exercises or to continue their usual activities for 8 weeks. The intervention was home-based Wii Fit U flexibility, strengthening, and aerobic exercises for 60 minutes, 3 times per week, with fortnightly calls from a physical therapist. Measurements included pain self-efficacy and care-seeking (primary outcomes), and physical activity, pain, function, disability, fear of movement/reinjury, falls efficacy, recruitment and response rates, adherence, experience with the intervention, and adverse events (secondary outcomes). The mean age of participants was 67.8 (standard deviation = 6.0) years. Adherence to the total recommended exercise time was 70.8%, and no adverse events were reported. Participants completing Wii Fit U exercises had significantly higher pain self-efficacy at 6 months, but not immediately postintervention or at 3 months; there were no between-group differences in care-seeking. Compared with the control group, participants completing Wii Fit U exercises demonstrated significantly greater improvements in pain and function at 8 weeks and were more likely to engage in flexibility exercises at 6 months. There were no significant between-group differences for the remaining outcomes. Participants and therapists were not blinded. Wii Fit U exercises improved pain self-efficacy at 6 months, and pain and function immediately postintervention in older people with chronic LBP, but the clinical importance of these changes is questionable. Wii Fit U exercises had no effect on care-seeking, physical activity, disability, fear of movement/reinjury, or falls efficacy.

Sections du résumé

Background
Video game technology increases adherence to home exercise and could support self-management for older people with chronic low back pain (LBP).
Objective
The objective was to investigate the effects of home-based video game exercises on pain self-efficacy and care-seeking in older people with chronic LBP.
Design
The study was a randomized controlled trial.
Setting
The setting was a community and waiting list.
Participants
Sixty participants, aged > 55 years with chronic LBP, were randomized (1:1) to Wii Fit U exercises or to continue their usual activities for 8 weeks.
Intervention
The intervention was home-based Wii Fit U flexibility, strengthening, and aerobic exercises for 60 minutes, 3 times per week, with fortnightly calls from a physical therapist.
Measurements
Measurements included pain self-efficacy and care-seeking (primary outcomes), and physical activity, pain, function, disability, fear of movement/reinjury, falls efficacy, recruitment and response rates, adherence, experience with the intervention, and adverse events (secondary outcomes).
Results
The mean age of participants was 67.8 (standard deviation = 6.0) years. Adherence to the total recommended exercise time was 70.8%, and no adverse events were reported. Participants completing Wii Fit U exercises had significantly higher pain self-efficacy at 6 months, but not immediately postintervention or at 3 months; there were no between-group differences in care-seeking. Compared with the control group, participants completing Wii Fit U exercises demonstrated significantly greater improvements in pain and function at 8 weeks and were more likely to engage in flexibility exercises at 6 months. There were no significant between-group differences for the remaining outcomes.
Limitations
Participants and therapists were not blinded.
Conclusions
Wii Fit U exercises improved pain self-efficacy at 6 months, and pain and function immediately postintervention in older people with chronic LBP, but the clinical importance of these changes is questionable. Wii Fit U exercises had no effect on care-seeking, physical activity, disability, fear of movement/reinjury, or falls efficacy.

Identifiants

pubmed: 30247715
pii: 5104462
doi: 10.1093/ptj/pzy112
doi:

Types de publication

Journal Article Randomized Controlled Trial

Langues

eng

Sous-ensembles de citation

IM

Pagination

14-27

Auteurs

Joshua R Zadro (JR)

Department of Physiotherapy, Faculty of Health Sciences, The University of Sydney, 75 East St, Lidcombe, NSW 2141, Australia.

Debra Shirley (D)

Department of Physiotherapy, Faculty of Health Sciences, The University of Sydney.

Milena Simic (M)

Department of Physiotherapy, Faculty of Health Sciences, The University of Sydney.

Seyed J Mousavi (SJ)

Department of Orthopaedic Surgery, Harvard Medical School, Boston, Massachusetts, and Center for Advanced Orthopaedic Studies, Beth Israel Deaconess Medical Center, Boston, Massachusetts.

Dragana Ceprnja (D)

Department of Physiotherapy, Westmead Public Hospital, Western Sydney Local Health District, Westmead, NSW, Australia.

Katherine Maka (K)

Department of Physiotherapy, Westmead Public Hospital, Western Sydney Local Health District.

Jennie Sung (J)

Department of Physiotherapy, Westmead Public Hospital, Western Sydney Local Health District.

Paulo Ferreira (P)

Department of Physiotherapy, Faculty of Health Sciences, The University of Sydney.

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Classifications MeSH