Gamification in Knee Replacement Rehabilitation (BEE-RCT)

Gamification in Knee Replacement Rehabilitation (BEE-RCT)

Description

The Gamification in Knee Replacement Rehabilitation (BEE-RCT) was parallel group, non-blinded, dual-center randomized controlled trial designed to investigate the effectiveness of a 16-week home-based gamified physiotherapy on physical function and pain for patients after total knee replacement (TKR) compared with treatment as usual home exercise. The data includes data of 52 participants, aged 60-75 years. Data was collected at four time points; baseline data before the TKR surgery and follow-ups at 2-, 4- and 12-month after the TKR surgery. Physical function was measured using tests and questionnaires. Tests were Timed Up and Go (mobility), 10-m Walking speed (walking), Short Physical Performance Battery (lower extremity performance), isometric knee extension and flexion strength (muscle strength), and goniometer (knee range of motion). Pain was measure using visual analogue scale. Questionnaires were Oxford Knee Score OKS (function and pain related to knee), WHO Disability Assessment Schedule WHODAS 2.0 (disability), and Knee injury and Osteoarthritis Outcome Score (KOOS) (pain, other symptoms, ADL function, sport and recreation function, QOL). In addition, data includes exergame experience measured using Game User Experience Satisfaction Scale and Positive System Usability Scale at 2- and 4-month follow-ups, exercise adherence during intervention period measured using gaming computers and a structured diaries, satisfaction with the operated knee with question "How satisfied are you with your operated knee?" at 2- and 4-month follow-ups, and physical activity related to leisure time, daily errands or commuting during intervention and follow-up period using a structured diaries. Moreover, participants were interviewed at 4- and 12-month follow-ups using laddering interview method, on patients’ perspectives on rehabilitation and exergames. The ladder data were recorded as attribute-consequence-value chains. The interview recordings are transcribed. The study is registered at ClinicalTrials.gov (ID NCT03717727): https://clinicaltrials.gov/ct2/show/NCT03717727?draw=2.
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Year of publication

2023

Authors

University of Jyväskylä - Rights holder, Publisher

Liikuntatieteellinen tiedekunta

Heinonen, Ari Orcid -palvelun logo - Creator

Janhunen, Maarit Orcid -palvelun logo - Creator

University of Oulu - Rights holder

Unknown

keskussairaala, Turun yliopistollinen - Contributor

Nova, Keski-Suomen sairaala - Contributor

yliopisto, Oulun - Contributor

yliopisto, Turun - Contributor

Aartolahti, Eeva - Creator

Jämsä, Timo - Creator

Karvonen, Mikko - Creator

Katajapuu, Niina - Creator

Korpelainen, Raija - Creator

Luimula, Mika - Creator

Mäkelä, Keijo - Creator

Oksanen, Airi - Creator

Paloneva, Juha - Creator

Pamilo, Konsta - Creator

Other information

Fields of science

Sport and fitness sciences

Language

English, Finnish

Open access

Restricted access

License

Other (Not Open)

Keywords

rehabilitation, physiotherapy

Subject headings

serious games, artificial joints, gamification, randomised controlled trials
Gamification in Knee Replacement Rehabilitation (BEE-RCT) - Research.fi