Professor Ravi Nair Physiotherapy College, Datta Meghe Institute of Higher Education and Research, Wardha, India
Research Objectives: To assess the comparative efficacy of gamification and conventional physiotherapy rehabilitation on pain, range of motion, muscle strength, and upper limb functional independence in distal radial fracture patients.
Participants: A total of 146 patients aged 18-65 years with an A3 extraarticular multi fragmentary distal radius fractures (DRF), treated with closed reduction internal fixation and immobilized for at least four weeks, willing to participate, and with a mini-mental score of more than 26 were recruited for the study. A trial session of the Oculus Quest was undertaken to check the tolerance of individual patients for the device before enrolment. 73 patients in each group were allocated using computer-generated randomization.
Interventions: Group A underwent a gamification protocol using the Oculus Quest involving three games namely Racket:NX game, Until You Fall game, and Holofit game imitating the wrist movement in all axes and planes; however, Group B received conventional physiotherapy involving Maitland approach grade I or II during the first 2 weeks, Grade III for next 1 week, and Grade IV for the last week with a dosage of 1cps (cycle per second) for 1 minute. The strengthening technique included exercises with theraband. Both treatments were performed for 60 mins per day 5 days a week for 4 weeks.
Main Outcome Measures: The primary outcome measures were Visual Analog Scale (VAS) for pain intensity and Universal goniometer for range of motion (ROM), and the secondary outcome measures were grip strength measured using a hand dynamometer and DASH questionnaire for functional independence.
Results: The pain intensity, wrist ROM, grip strength, and functional independence showed a significant (p < 0.01) difference when assessed at the baseline, at the end of the second week, and at the end of the fourth week of treatment.
Conclusions: The research presented evidence that Oculus Quest-induced gamification has promising potential in reducing pain and improving ROM, grip strength, and functional independence in post-DRF patients.
Author(s) Disclosures: The authors declares no competing interest
Learning Objectives:
Analyze how gamification and conventional physiotherapy influence pain, range of motion, grip strength, and functional independence in distal radial fracture patients.
Compare the characteristic potential of components of gamification using Oculus Quest and conventional physiotherapy methods for distal radial fracture rehabilitation.
Examine the benefits and limitations of employing gamification for pain reduction, improved range of motion, enhanced grip strength, and increased functional independence among post-distal radial fracture patients.