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Effects of video games-based task-oriented activity training (Xbox 360 Kinect) on activity performance and participation in patients with juvenile idiopathic arthritis: a randomized clinical trial |
Arman N, Tarakci E, Tarakci D, Kasapcopur O |
American Journal of Physical Medicine & Rehabilitation 2019 Mar;98(3):174-181 |
clinical trial |
5/10 [Eligibility criteria: Yes; Random allocation: Yes; Concealed allocation: No; Baseline comparability: Yes; Blind subjects: No; Blind therapists: No; Blind assessors: Yes; Adequate follow-up: No; Intention-to-treat analysis: No; Between-group comparisons: Yes; Point estimates and variability: Yes. Note: Eligibility criteria item does not contribute to total score] *This score has been confirmed* |
OBJECTIVE: The aim of the study was to compare the effects of two different task-oriented activity training (TOAT) programs on activity performance and participation in children/adolescents with juvenile idiopathic arthritis (JIA). DESIGN: Sixty-two patients were randomized into group I and group II for TOAT. In group I, activities of daily living (ADL) were practiced using real materials from daily life and, in group II, ADL were practiced using video-based games (Xbox 360 Kinect) for 3 days/a week/8 weeks. Pain by the "numeric rating scale (NRS)", upper extremity muscle, grip, and pinch strengths by a dynamometer, activity performance and participation by the "Childhood Health Assessment Questionnaire (CHAQ)", "Canadian Occupational Performance Measure (COPM)", and "Duruoz Hand Index (DHI)" were evaluated. RESULTS: After treatment in both groups, significant changes were found in the NRS, muscle strength, grips strength, CHAQ, COPM, and DHI (p < 0.05). Group II was statistically superior to group I in changes of almost all upper extremity muscle strengths, palmar pinch strength, COPM-satisfaction, and DHI scores (p < 0.05). CONCLUSION: Video games-based TOAT is an alternative and feasible treatment for children/adolescents with JIA. This new method may have widespread applicability in future research, given the rapidly growing interest in virtual reality-based therapy in rehabilitation.
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