Evaluating the Impact of a Meta Quest 3 Gamified VR Rehabilitation Program on Pain, Functionality, Disability, and Balance in Knee Osteoarthritis: a Randomized Controlled Trial
试验速览
- 阶段
- 不适用
- 状态
- 尚未招募
- 入组人数
- 90
- 试验地点
- 2
- 主要终点
- Pain
研究概览
简要总结
The goal of this clinical trial is to learn if a gamified virtual reality (VR) rehabilitation program can effectively reduce pain, improve functionality, and enhance balance in adults aged 40-64 years diagnosed with knee osteoarthritis. The main questions it aims to answer are:
Can the VR rehabilitation program reduce pain and disability compared to conventional physical therapy alone? Can the VR rehabilitation program improve balance and functionality in patients with knee osteoarthritis? Researchers will compare a group receiving the VR-based rehabilitation program alongside conventional therapy to a group receiving only conventional therapy to see if the addition of VR leads to superior outcomes.
Participants will:
Undergo either VR-based rehabilitation combined with conventional therapy or conventional therapy alone.
Complete assessments at three time points (baseline, 3 weeks, and 7 weeks) using measures such as pain scales, disability indices, and balance tests.
详细描述
This randomized controlled trial will evaluate the impact of a gamified virtual reality (VR) rehabilitation program using the Meta Quest 3 device on pain, functionality, disability, and balance in individuals with knee osteoarthritis (OA). The study aims to address the limitations of traditional physical therapy by integrating immersive and engaging VR exercises to enhance patient adherence and therapeutic outcomes.
Eligible participants will be adults aged 40-64 years diagnosed with stage 2 or 3 knee OA based on the American College of Rheumatology criteria. Participants will be randomized into two groups: an experimental group receiving VR-based rehabilitation in addition to conventional physical therapy, and a control group receiving only conventional therapy. Both groups will undergo a 3-week intervention, consisting of 15 sessions conducted five times weekly.
The experimental group will use the Meta Quest 3 VR device for a gamified exercise program, incorporating two key modules:
Fruit Ninja VR - This module will focus on upper and lower body coordination, proprioception, and reaction time through interactive slicing motions.
PowerBeats VR - This module will emphasize endurance, knee stability, and functional coordination via rhythm-based punching and dodging activities.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Treatment
- 盲法
- Single (Participant)
入排标准
- 年龄范围
- 40 Years 至 64 Years(Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Age: 40-64 years
- •Diagnosis: Knee OA (Stages 2 or 3 based on American College of Rheumatology criteria)
- •Ability to read and understand Arabic
排除标准
- •Recent lower extremity surgery/fractures
- •Other rheumatologic or cardiovascular conditions
- •Visual/auditory impairments
- •Dizziness or vertigo
结局指标
主要结局
Pain
时间窗: From enrolment to the end of treatment at 7 weeks
Visual Analog Scale (VAS)
Function
时间窗: From enrolment to the end of treatment at 7 weeks
six-Minute Walk Test (6MWT)
Disability
时间窗: From enrolment to the end of treatment at 7 weeks
Western Ontario and McMaster Universities Arthritis Index (WOMAC)
Balance
时间窗: From enrolment to the end of treatment at 7 weeks
Berg Balance Scale
次要结局
未报告次要终点
研究者
Moayad Subahi
assistant professor
Umm Al-Qura University
