Whereas the fear-avoidance model of chronic low back pain (CLBP) posits a generic avoidance of movement that is perceived as threatening, we have repeatedly shown that individuals with high fear and CLBP specifically avoid flexion of the lumbar spine. Accordingly, we developed a virtual dodgeball intervention designed to elicit graded increases in lumbar spine flexion while reducing expectations of fear and harm by engaging participants in a competitive game that is both entertaining and distracting. We recruited 52 participants (48% female) with CLBP and high fear of movement and randomized them to either a game group (n=26) or a control group (n=26). All participants completed a pregame baseline and a follow up assessment (4–6 days later) of lumbar spine motion and expectations of pain and harm during standardized reaches to high (easier), middle, and low (hardest to reach) targets. For three consecutive days, participants in the game group completed 15 minutes of virtual dodgeball between baseline and follow up. For the standardized reaching tests, there were no significant effects of group on changes in lumbar spine flexion, expected pain, or expected harm. However, virtual dodgeball was effective at increasing lumbar flexion within and across gameplay sessions. Participants reported strong positive endorsement of the game, no increases in medication use, pain, or disability, and no adverse events. Although these findings indicate that very brief exposure to this game did not translate to significant changes outside the game environment, this was not surprising given that graded exposure therapy for fear of movement among individuals with low back pain typically last 8–12 sessions. Given the demonstration of safety, feasibility and ability to encourage lumbar flexion within gameplay, these findings provide support for a clinical trial wherein the treatment dose is more consistent with traditional graded-exposure approaches to CLBP.
Studies have shown that muscle fatigue can lead to posture, joint angle, inter-joint coordination and variability alterations. However, the three-dimensional kinematic effects of localized muscular fatigue on a multijoint movement remain unclear. Healthy young adults (N = 17, 10 females) performed a standing repetitive pointing task when they were non-fatigued, and after localized muscle fatigue was induced at the elbow, the shoulder, and the trunk using isometric protocols performed until exhaustion. Joint angles and angular standard deviation (SD) of trunk, shoulder and elbow, and continuous relative phase (CRP) and CRP SD between trunk and shoulder, and shoulder and elbow were computed and compared between fatigue conditions. Results showed that trunk lateral flexion SD increased after fatigue of the elbow (0.1°, p = 0.04), shoulder (0.1°, p = 0.04) and trunk (0.1°, p<0.01). However, fatigue at different muscles brought different kinematic changes. Shoulder fatigue induced the greatest overall changes, with angular changes at all three joints. Trunk fatigue increased the shoulder horizontal abduction SD, elbow flexion SD and trunk-shoulder CRP. Elbow fatigue induced angular changes at trunk, shoulder and elbow, but did not affect CRP or CRP SD. This study highlights the crucial role of trunk variability in compensating for localized muscle fatigue during a repetitive upper limb task performed while standing.
BackgroundVirtual reality (VR) interventions hold great potential for rehabilitation as commercial systems are becoming more affordable and can be easily applied to both clinical and home settings.ObjectiveIn this study, we sought to determine how differences in the VR display type can influence motor behavior, cognitive load, and participant engagement.MethodsMovement patterns of 17 healthy young adults (8 female, 9 male) were examined during games of Virtual Dodgeball presented on a three-dimensional television (3DTV) and a head-mounted display (HMD). The participant’s avatar was presented from a third-person perspective on a 3DTV and from a first-person perspective on an HMD.ResultsExamination of motor behavior revealed significantly greater excursions of the knee (P=.003), hip (P<.001), spine (P<.001), shoulder (P=.001), and elbow (P=.026) during HMD versus 3DTV gameplay, resulting in significant differences in forward (P=.003) and downward (P<.001) displacement of the whole-body center of mass. Analyses of cognitive load and engagement revealed that relative to 3DTV, participants indicated that HMD gameplay resulted in greater satisfaction with overall performance and was less frustrating (P<.001). There were no significant differences noted for mental demand.ConclusionsDifferences in visual display type and participant perspective influence how participants perform in Virtual Dodgeball. Because VR use within rehabilitation settings is often designed to help restore movement following orthopedic or neurologic injury, these findings provide an important caveat regarding the need to consider the potential influence of presentation format and perspective on motor behavior.
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