Contrasting the Effects of Exergaming using Virtual Reality vs. Neck Resistance Training on Pain, Mobility, and Kinesiophobia in Acute Cervical Pain among Collegiates – A preliminary study
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Background: Cervical pain (CP) has garnered significant attention in the last two decades due to its widespread impact, affecting approximately half of the population and coming in at number four among the primary causes of impairment. CP's effects extend to daily activities and employment, notably in technologically advanced environments like schools and workplaces. Understanding CP's nature and classification is crucial for effective management and prevention strategies. Aim & Objectives: To compare the effects of exergaming using Virtual reality (VR) with neck resistance training (NRT) on pain, mobility, and kinesiophobia in collegiate individuals with acute cervical pain Materials and methods: Twenty-six collegiate individuals with acute CP participated in a randomized controlled trial. One group received NRT, while the other engaged in VR exergaming. Pain, mobility, and kinesiophobia were evaluated using the Tampa Scale, range of motion (ROM) measurements, and the Numeric Pain Rating Scale (NPRS) over a three-week period both before to and following the intervention. Results and Discussion: Significant pain relief (Median = 1.50, p = 0.139) was seen by both groups following the intervention, although starting at identical pain levels (Median = 4.00). Cervical mobility, especially in rotations, significantly improved (p < 0.05). The post-intervention level of kinesiophobia considerably decreased (Median = 20.00, p = 0.022). Pain (z = -3.250, p = 0.001; Group 2: -3.228, p = 0.01), kinesiophobia (z = -3.062, p = 0.002; Group 2: z = -3.072, p = 0.002), and cervical mobility (p < 0.01 for Group 1; p < 0.05 for Group 2) were all significantly reduced within each group. Both genders showed significant improvement in post-intervention kinesiophobia and pain levels. Conclusion: The study saw notable pain reduction and decreased kinesiophobia after VR and NRT. Neck mobility measures remained relatively stable pre- and post-intervention in both groups. This shift from moderate to mild pain and lower kinesiophobia levels suggests combining these methods could improve acute CP management. Keywords: Acute cervical pain, Exergaming, Neck pain, Neck resistance training, Virtual reality, Virtual reality training.
背景:颈痛(Cervical pain, CP)近二十年来受到广泛关注,其影响范围广泛,波及约半数人群,位列主要致残原因第四位。颈痛对日常活动与就业均造成不良影响,尤其在学校、职场等高科技应用场景中更为突出。明确颈痛的本质与分类,对制定高效的治疗与预防策略至关重要。 研究目的:本研究旨在对比虚拟现实(Virtual reality, VR)运动游戏与颈部抗阻训练(Neck resistance training, NRT)对急性颈痛大学生群体的疼痛、活动度及运动恐惧症的改善效果。 材料与方法:本研究共纳入26名急性颈痛大学生,采用随机对照试验设计。受试者被随机分为两组,一组接受颈部抗阻训练,另一组参与虚拟现实运动游戏。在干预前后为期3周的随访周期内,分别采用坦帕运动恐惧症量表(Tampa Scale)、关节活动度(range of motion, ROM)测量法与数字疼痛评分量表(Numeric Pain Rating Scale, NPRS),对受试者的疼痛程度、颈部活动度及运动恐惧症水平进行评估。 结果与讨论:两组受试者基线疼痛评分中位数均为4.00,干预后均获得显著疼痛缓解(中位数=1.50,p=0.139)。颈部活动度,尤其是旋转活动度,得到显著改善(p<0.05)。干预后受试者的运动恐惧症水平显著降低(中位数=20.00,p=0.022)。两组自身对照分析显示,疼痛程度(第一组z=-3.250,p=0.001;第二组z=-3.228,p=0.01)、运动恐惧症水平(第一组z=-3.062,p=0.002;第二组z=-3.072,p=0.002)及颈部活动度(第一组p<0.01,第二组p<0.05)均得到显著改善。无论性别,受试者干预后的疼痛程度与运动恐惧症水平均获得显著改善。 结论:本研究结果显示,虚拟现实运动游戏与颈部抗阻训练均可显著缓解疼痛、降低运动恐惧症水平;两组受试者干预前后的颈部活动度均无明显波动。疼痛程度从中度降至轻度,且运动恐惧症水平降低,提示联合应用两种干预手段可优化急性颈痛的临床管理方案。 关键词:急性颈痛、运动游戏、颈部疼痛、颈部抗阻训练、虚拟现实、虚拟现实训练。



