1. Exergaming as an Additional Tool in Rehabilitation of Young Patients with Rheumatoid Arthritis: A Pilot Randomized Controlled Trial
- Author
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Luisa Di Gioia, Giorgio Alfredo Spedicato, Roberto Formisano, Virginia D'Abrosca, N. Pappone, Pasquale Ambrosino, Gian Luca Iannuzzi, Matteo Nicola Dario Di Minno, Ambrosino, Pasquale, Iannuzzi, Gian Luca, Formisano, Roberto, Spedicato, Giorgio Alfredo, D'Abrosca, Virginia, Di Gioia, Luisa, Di Minno, Matteo Nicola Dario, and Pappone, Nicola
- Subjects
Adult ,Male ,030506 rehabilitation ,medicine.medical_specialty ,Health (social science) ,Adolescent ,medicine.medical_treatment ,Pilot Projects ,Virtual reality ,law.invention ,Arthritis, Rheumatoid ,03 medical and health sciences ,0302 clinical medicine ,Randomized controlled trial ,Games, Recreational ,law ,medicine ,Humans ,030212 general & internal medicine ,Exercise ,Physical Therapy Modalities ,Rheumatoid arthriti ,Rehabilitation ,Disability ,business.industry ,Public Health, Environmental and Occupational Health ,medicine.disease ,Computer Science Applications ,Rheumatoid arthritis ,Physical therapy ,Quality of Life ,Female ,0305 other medical science ,business ,Exergaming - Abstract
Objective: To assess the effectiveness of home videogame-based exercise (exergaming) as an additional rehabilitative tool in young patients with rheumatoid arthritis (RA). Materials and Methods: After a baseline (T0) evaluation, 40 RA inpatients (18-35 years of age) underwent both a 4-week-lasting traditional rehabilitation program and a training by Nintendo® Wii-Fit™ videogame system. At discharge (T1), subjects were randomly assigned (1:1) to two groups: Group A (experimental group), including subjects who continued Wii-Fit training at home for additional 8 weeks, and Group B (control group), including subjects maintaining their habitual activity during the 8-week follow-up (T2). Measures of disease activity, quality of life, and fatigue were evaluated at each time point. Results: From T0 to T1, a significant improvement in most evaluated outcomes was reported in both study groups. At T2 assessment, only Group A patients experienced a significant improvement of quality of life and fatigue, with a 13.4% reduction in Global Health (GH) values, only a slight increase (4.2%) in Health Assessment Questionnaire (HAQ) score, and a 19.1% Functional Assessment of Chronic Illness Therapy (FACIT) improvement as compared with T1. In contrast, Group B patients reported a 65.8% increase in GH values, a 33% increase in HAQ score, and a 53.4% reduction in FACIT values from T1 to T2. The extended videogame-based home training was an independent predictor of Δ%GH (β = 0.851; P
- Published
- 2020