Background The virtual rehabilitation (Nintendo Wii) program works with a 3-dimensional, computer-assisted, virtual reality creation system.The system creates a mirror effect and provides the smoothness of the movement of the adult. It keeps visual and sensory feedback during exercise.The avatar that appears on the screen detects motion and displays the result thanks to the control commander. The use of virtual reality practice in the exercise program is a new way of improving participation and motivation of participants.
Objectives The aim our study is to investigate the effect of virtual rehabilitation on kinesophobia and clinical fragility in patients with shoulder periathritis.
Methods Fifteen cases diagnosed with shoulder periarthritis were included in the study. In our study, we used Tampa Kinesophobia Scale for kinesophobia, VAS for pain severity, manual muscle test for muscle strength and goniometer for ROM. In addition to Clinical fragility Scale for fragility and 4-item Quality of Life Questionnaire were used to assess quality of life. Finally, Shoulder Pain and Disability Index (SPADI) was used for shoulder disability. Eight of 15 patients were included in the control group (CG) and 7 in the virtual rehabilitation group (VRG). Both groups were treated with Therapeutic US, TENS and Cold Pack. In addition to these, the control group consisted of 15 sessions of active stretching and strengthening exercises for 20 minutes each session; the VRG was given a total of 15 sessions of the virtual rehabilitation program for 45 minutes each session, with 3 sessions per week. Intra-group pretreatment and post-treatment differences were analyzed by Wilcoxon test, and inter-group comparisons were analyzed by Mann-Whitney U test.
Results Statistically significant reductions in Frajilite, Kinesophobia, SPADI and VAS values were observed in the VRG analyzes; A statistically significant increase in the 4-item quality of life questionnaire, range of motion and muscle strength values was assessed (p<0.05). In the CG, there was a statistically significant decrease in kinesophobia, VAS and SPADI values; There was a statistically significant increase in joint range of motion and muscle strength evaluations (p<0,05). There was no statistically significant difference in the fragility evaluation of the CG (p>0,05).
Fragility and kinesophobia decreased in both groups after treatment compared to before treatment, but this decrease was found to be higher in VRG (p<0.05).
Conclusions As a result of our study, virtual rehabilitation in the treatment of kinesophobia and fragility in shoulder periarthritis patients was game-focused and it was found to be an effective method for increasing participation and biofeedback. Virtual rehabilitation was considered as an alternative to conventional physiotherapy and rehabilitation programs.
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Disclosure of Interest None declared