Effectiveness of Early Rehabilitation with Exergaming in Virtual Reality on Gait in Patients after Total Knee Replacement.
Anna HadamusMichalina BłażkiewiczKamil T WydraAleksandra J KowalskaMałgorzata ŁukowiczDariusz BiałoszewskiWojciech MarczyńskiPublished in: Journal of clinical medicine (2022)
Total knee replacement (TKR) is the treatment of choice for advanced stages of osteoarthritis but it requires good postoperative rehabilitation. This study aimed to assess the effectiveness of exercises using virtual reality to improve gait parameters in patients after TKR. Fifty-nine patients 7-14 days after TKR surgery were divided into a study group (VRG, n = 38) and a control group (CG, n = 21). Both groups underwent the same 4-week rehabilitation protocol. The VRG group had 12 additional nonimmersive virtual reality game sessions on the Virtual Balance Clinic prototype system at 30 min each, focusing on gait and balance improvement. Spatiotemporal, force and foot plantar pressure parameters were collected on an instrumented treadmill during a 30 s walk. The most significant improvement was in the symmetry indices of forefoot force, maximum forefoot force, loading response time, and preswing time ( p < 0.05) in both groups. Gait speed increased by 31.25% and 44% in the VRG and CG groups, respectively ( p < 0.005). However, the extra exergaming sessions did not significantly improve rehabilitation outcomes. Therefore, additional VR training does not improve gait better than standard rehabilitation alone, but the improvement of gait, especially its symmetry, is significant within the first six weeks after surgery.
Keyphrases
- virtual reality
- end stage renal disease
- ejection fraction
- randomized controlled trial
- newly diagnosed
- chronic kidney disease
- prognostic factors
- systematic review
- primary care
- cerebral palsy
- total knee arthroplasty
- type diabetes
- patient reported outcomes
- metabolic syndrome
- study protocol
- high intensity
- weight loss
- coronary artery bypass