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Makale detayı · 2025 · article

Nonimmersive Virtual Reality-Based Exercises Improve Muscle Excitability and Balance in Patients with Knee Osteoarthritis: A Sham-Controlled Study

ISSN2161-783X
YÖKSİS OpenAlex Açık erişim · green Üst %10
Yıl2025
Atıf4OpenAlex
Atıf7Semantic Scholar · 1 etkili
Yüzdelik%90,4
FWCI2,941,00 = dünya ortalaması
Scopus (SJR)Q1
WoS (JCR)Q1

Veri kaynağı ayrımı

  • YÖKSİSYÖKSİS makale kaydı
  • YÖKSİS dergi adıGames for Health Journal: Research, Development, and Clinical Applications
  • Katalog eşleşmesi (ISSN)Games for Health Journal
  • OpenAlexOpenAlex zenginleştirmesi (özet, atıf, konular)
  • Semantic Scholaratıf sayısı (OpenAlex ile birleştirilmez)

Özet

OpenAlex İngilizce

Objective: Pain, decreased muscle strength, regression in activities of daily living (ADL), narrowing of joint range of motion (ROM), impairment of proprioceptive sense, and deterioration in static-dynamic balance are frequently observed in knee osteoarthritis (KOA). The aim of this study is to examine the effect of nonimmersive virtual reality (NIVR) application on muscle excitability and motor neuron pool activation level around the knee, balance, proprioception, physical function level, independence levels in ADL, muscle endurance, and patient satisfaction in patients with KOA. Materials and Methods: Forty patients with KOA were randomized to an experimental group (EG; n = 20) and a sham-controlled group (SG; n = 20). The EG received 45 minutes of traditional physiotherapy and 30 minutes of NIVR-based exercises for 3 weeks, 5 days a week, while the SG received traditional physiotherapy and a sham virtual reality (VR) application for 30 minutes for the same period. Primary outcomes were muscle excitability (maximal voluntary contraction [MVC]), motor neuron pool activation level, and balance. Secondary outcomes included proprioception, endurance, independence in ADL, pain level, physical functional condition (Western Ontario and McMaster Universities Arthritis Index [WOMAC]), and treatment satisfaction. Results: Findings showed a significant difference in endurance, pain level, and independence in ADL scores in favor of the EG (all values, P < 0.05). Moreover, WOMAC, static and dynamic balance (differences timed up and go [TUG]: EG: −4.75, SG: −2.10, P = 0.02, d = 0.907), MVC, and proprioception scores also showed the highest differences (most values, P < 0.001). Conclusion: Nonimmersive VR applications are a feasible approach for KOA and are effective approaches for increasing muscle excitability, static and dynamic balance, muscle endurance, proprioception, independence in ADL, treatment satisfaction, and reducing pain intensity in KOA.

Konular

Atıflar

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Yerel katalogda bu makaleye atıf yapan 1 yayın (OpenAlex referans eşleşmesi; tam dünya listesi değildir).

  1. 2026 The effectiveness of virtual reality-based exercises in patients with symptomatic knee osteoarthritis: randomized controlled studyAtıf 1 · OpenAlex

Yazarlar

4
  1. MEHMET SÖNMEZ ERZURUM TEKNİK ÜNİVERSİTESİ 1
  2. ŞEBNEM AVCI 2
  3. FATMA ŞİMŞEK 3
  4. FATİH BAYGUTALP 4