IntroductionGamification 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.
MethodologyThis 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.
ResultsThere 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.
ConclusionThe 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.
Introduction: Urinary Incontinence (UI) is the involuntary loss of urine with social alienation, loss of sexual activity and other psychosocial issues which may affect the Quality of Life (QOL) and psychosocial well-being of patients. Electrotherapy may play an important role in the treatment of incontinence by means of stimulating the weakened structures which helps in control of micturition. Various electrotherapeutic currents including Faradic, Galvanic, Inferential Therapy (IFT), Russian currents along with the pelvic floor muscles strength training may be helpful in UI. Aim: To find the impact of electrotherapy or training of muscle on QOL in male geriatric population of incontinence of urine. Materials and Methods: This randomised controlled trial will be carried out on geriatric male patients attending Acharya Vinoba Bhave Rural Hospital, Sawangi (Meghe), Wardha as well as on patients from geriatric homes and nearby PHCs. They will be screened for UI. The participants will be divided into three groups each of which will receive Faradic stimulation, Russian current stimulation and Pelvic Floor Muscle Training (PFMT) exercises respectively. The study will be carried out between October 2020 to October 2022. The data will be collected and analysed utilising inferential and descriptive statistics by using Chi-Square test and student’s t-test (unpaired and paired) and software for analysis will be SPSS 22.0 version and Graph pad prism 6.0 version and level of significance will be considered as p<0.05 and results will be obtained. Conclusion: In male geriatric population, muscle strength training or electrotherapy can reduce urine incontinence.
Gamification is a novel interventional approach to functional recovery and rehabilitation. We present a novel gamification rehabilitation case of a 38-year-old female referred to the physiotherapy department for post-distal radial fracture rehabilitation. She was managed with closed reduction and internal fixation (CRIF) using two Kirschner wires (K-wires) after falling on an outstretched hand in a road traffic accident with a two-wheeler. Gamification intervention was provided to the patient for four weeks. We used pre-and post-intervention outcome measures for pain, range of motion, grip strength, and hand function. There was a substantial improvement in all outcome measures after four weeks of gamification intervention.
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