Näytä suppeat kuvailutiedot

dc.contributor.authorAartolahti, Eeva
dc.contributor.authorJanhunen, Maarit
dc.contributor.authorKatajapuu, Niina
dc.contributor.authorPaloneva, Juha
dc.contributor.authorPamilo, Konsta
dc.contributor.authorOksanen, Airi
dc.contributor.authorKeemu, Hannes
dc.contributor.authorKarvonen, Mikko
dc.contributor.authorLuimula, Mika
dc.contributor.authorKorpelainen, Raija
dc.contributor.authorJämsä, Timo
dc.contributor.authorMäkelä, Keijo
dc.contributor.authorHeinonen, Ari
dc.date.accessioned2023-01-02T09:48:15Z
dc.date.available2023-01-02T09:48:15Z
dc.date.issued2022
dc.identifier.citationAartolahti, E., Janhunen, M., Katajapuu, N., Paloneva, J., Pamilo, K., Oksanen, A., Keemu, H., Karvonen, M., Luimula, M., Korpelainen, R., Jämsä, T., Mäkelä, K., & Heinonen, A. (2022). Effectiveness of Gamification in Knee Replacement Rehabilitation : Protocol for a Randomized Controlled Trial With a Qualitative Approach. <i>JMIR Research Protocols</i>, <i>11</i>(11), Article e38434. <a href="https://doi.org/10.2196/38434" target="_blank">https://doi.org/10.2196/38434</a>
dc.identifier.otherCONVID_164727068
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/84650
dc.description.abstractBackground: Exergames can provide encouraging exercise options. Currently, there is limited evidence regarding home-based exergaming in the postoperative phase of total knee replacement (TKR). Objective: This study aimed to investigate the effects of a 4-month postoperative home-based exergame intervention with an 8-month follow-up on physical function and symptoms among older persons undergoing TKR compared with home exercise using a standard protocol. In addition, a concurrent embedded design of a mixed methods study was used by including a qualitative component within a quantitative study of exergame effects. Methods: This was a dual-center, nonblinded, two-arm, parallel group randomized controlled trial with an embedded qualitative approach. This study aimed to recruit 100 patients who underwent their first unilateral TKR (aged 60-75 years). Participants were randomized to the exergame or standard home exercise arms. Participants followed a custom-made exergame program independently at their homes daily for 4 months. The primary outcomes at 4 months were function and pain related to the knee using the Oxford Knee Score questionnaire and mobility using the Timed Up and Go test. Other outcomes, in addition to physical function, symptoms, and disability, were game user experience, exercise adherence, physical activity, and satisfaction with the operated knee. Assessments were performed at the preoperative baseline and at 2, 4, and 12 months postoperatively. Exergame adherence was followed from game computers and using a structured diary. Self-reported standard exercise was followed for 4 months of intervention and physical activity was followed for 12 months using a structured diary. Qualitative data on patients’ perspectives on rehabilitation and exergames were collected through laddering interviews at 4 and 12 months. Results: This study was funded in 2018. Data collection began in 2019 and was completed in January 2022. The COVID-19 pandemic caused an unavoidable situation in the study for recruitment, data collection, and statistical analysis. As of November 2020, a total of 52 participants had been enrolled in the study. Primary results are expected to be published by the end of 2022. Conclusions: Our study provides new knowledge on the effects of postoperative exergame intervention among older patients with TKR. In addition, this study provides a new understanding of gamified postoperative rehabilitation, home exercise adherence, physical function, and physical activity among older adults undergoing TKR.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherJMIR Publications Inc.
dc.relation.ispartofseriesJMIR Research Protocols
dc.rightsCC BY 4.0
dc.titleEffectiveness of Gamification in Knee Replacement Rehabilitation : Protocol for a Randomized Controlled Trial With a Qualitative Approach
dc.typeresearch article
dc.identifier.urnURN:NBN:fi:jyu-202301021010
dc.contributor.laitosLiikuntatieteellinen tiedekuntafi
dc.contributor.laitosFaculty of Sport and Health Sciencesen
dc.contributor.oppiaineFysioterapiafi
dc.contributor.oppiainePhysiotherapyen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.relation.issn1929-0748
dc.relation.numberinseries11
dc.relation.volume11
dc.type.versionpublishedVersion
dc.rights.copyright©Eeva Aartolahti, Maarit Janhunen, Niina Katajapuu, Juha Paloneva, Konsta Pamilo, Airi Oksanen, Hannes Keemu, Mikko Karvonen, Mika Luimula, Raija Korpelainen, Timo Jämsä, Keijo Mäkelä, Ari Heinonen. Originally published in JMIR Research Protocols (https://www.researchprotocols.org), 28.11.2022.
dc.rights.accesslevelopenAccessfi
dc.type.publicationarticle
dc.relation.grantnumber5941/31/2016
dc.subject.ysohyötypelit
dc.subject.ysoikääntyneet
dc.subject.ysoliikuntahoito
dc.subject.ysokuntoutus
dc.subject.ysoleikkaushoito
dc.subject.ysopelillistäminen
dc.subject.ysotekonivelet
dc.subject.ysopolvet
dc.subject.ysosatunnaistetut vertailukokeet
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p29628
jyx.subject.urihttp://www.yso.fi/onto/yso/p2433
jyx.subject.urihttp://www.yso.fi/onto/yso/p7811
jyx.subject.urihttp://www.yso.fi/onto/yso/p3320
jyx.subject.urihttp://www.yso.fi/onto/yso/p842
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310
jyx.subject.urihttp://www.yso.fi/onto/yso/p19217
jyx.subject.urihttp://www.yso.fi/onto/yso/p14204
jyx.subject.urihttp://www.yso.fi/onto/yso/p38295
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.2196/38434
dc.relation.funderTEKESen
dc.relation.funderTEKESfi
jyx.fundingprogramOthers, TEKESen
jyx.fundingprogramMuut, TEKESfi
jyx.fundinginformationThis study received financial support from the Päivikki and Sakari Sohlberg Foundation; Business Finland (grants: 5794/31/2016, 5941/31/2016, and 6057/31/2016); and Finnish partner companies (SE Innovations Oy [Senior Some Oy], Suunto Oy, PhysioTools Oy, GoodLife Technology Oy, Lingsoft Oy, eSeteli Palveluverkko Oy, PN Turku Oy, Ade Animations Design & Effects Oy, Adesante Oy, 4FeetUnder, Intechso, and Realmax Oy).
datacite.isSupplementedBy.doi10.17011/jyx/dataset/85350
datacite.isSupplementedByHeinonen, Ari; Janhunen, Maarit; Aartolahti, Eeva; Katajapuu, Niina; Paloneva, Juha; Pamilo, Konsta; Oksanen, Airi, Keemu, Hannes; Karvonen, Mikko; Luimula, Mika; Korpelainen, Raija; Jämsä, Timo et al. (2023). <i>Gamification in Knee Replacement Rehabilitation (BEE-RCT)</i>. V. 2.2.2023. University of Jyväskylä. <a href="https://doi.org/10.17011/jyx/dataset/85350" target="_blank">https://doi.org/10.17011/jyx/dataset/85350</a>. <a href="http://urn.fi/URN:NBN:fi:jyu-202302031632">https://urn.fi/URN:NBN:fi:jyu-202302031632</a>
dc.type.okmA1


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