Effectiveness of Virtual Reality–Based Physiotherapy Interventions on Pain, Range of Motion, and Gait Function in a Juvenile Hip Arthritis Patient: A Case Report

虚拟现实物理治疗干预对青少年髋关节炎患者疼痛、活动范围和步态功能的有效性:病例报告

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Abstract

Gamification has shown promising results in pediatric rehabilitation, but there is a lack of research specifically investigating its effects on hip juvenile idiopathic arthritis (JIA) in children. This case study aimed to explore the impact of gamification‐based rehabilitation combined with conventional physiotherapy on lower limb function and walking activities in a child with hip JIA. An 11‐year‐old female was diagnosed with hip JIA and presented with hip joint pain and difficulty in standing and walking. She underwent a 6‐month intensive conventional physiotherapy program combined with virtual reality (VR)–based gamification using the Walker View treadmill system and D‐Wall digital mirror device. Each treatment session lasted 60 min and was conducted 5 times a week for 6 months. The visual analog scale (VAS), goniometry, Walker View treadmill system score, and Hip Disability and Osteoarthritis Outcome Score (HOOS‐12) outcome measures were used during pretest, posttest, and follow‐up assessments at 0, 6, 9, and 12 months. The combined approach of VR‐based gamification and conventional physiotherapy led to significant improvements in pain, functional range of hip joint movements, and gait in this JIA patient. She also showed significant progress across all outcome measures at different timelines. This case report concludes that combining VR‐based gamification with conventional physiotherapy is effective in improving hip joint function and mobility in children with hip JIA. It is recommended to combine VR‐based gamification with conventional physiotherapy to enhance lower limb function and walking activities in JIA patients, and more future studies are needed to generalize this effect.

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