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Effectiveness of Early Rehabilitation with
Exergaming inVirtual Reality on Gait in
Patients afterTotal Knee Replacement
dr. Putu GedeTara Darma Putra
Supervisor :
Dr. dr. Joudy Gessal, Sp.K.F.R., M.S. (K)
Dr. dr. Ch. Adelle Damopolii, Sp.K.F.R.
Journal Reading 1
INTRODUCTION
3
Primary osteoarthritis (OA) in the knee joint is a chronic disease that
mainly affects elderly individuals. It causes several problems: from pain and
dysfunction in activities of daily living to psychological distress.
In advanced stages, total knee replacement (TKR) is an invasive procedure
that allows the patient to restore mobility. The main goals of early rehabilitation
after TKR are pain reduction and improving function, balance, and gait to function
independently in daily living.
4
In the recent years, exergaming in immersive, semi-immersive, or non
immersive virtual reality (VR) increased in popularity. Its advantages include,
among others, greater patient motivation, improved (faster) effects of training,
and the possibility of correcting movement strategies using feedback features of
games.
A growing number of studies have shown the utility of training with virtual
reality in restoring gait and balance in older people, especially in the backwards
stepping test, crossover stepping test, 6-min walking test, and timed up-and-go
test.
5
Previous studies primarily examined the utility of VR exergaming in
neurological disorders or elderly individuals and mostly included balance
outcomes. There are no study assessing pressure, force, and spatiotemporal gait
parameters in post-TKR patients who received virtual reality training.
Therefore, this study aimed to evaluate the effectiveness of a standard
rehabilitation program compared to the standard rehabilitation program with
additional exercises in nonimmersive virtual reality in improving spatiotemporal
and pressure distribution gait parameters in patients after total knee arthroplasty.
MATERIAL
AND
METHODS
PARTICIPANTS
7
7
59 patients 7–14 days after total knee replacement surgery were enrolled in the
study. All patients were operated on at the Orthopedic Department of the “Prof.
Adam Gruca Independent Public Teaching Hospital” in Otwock, Poland.
INCLUSION EXCLUSION
Noncomplicated total knee replacement surgery
because of primary knee osteoarthritis
Complicated surgery, revision arthroplasty, total
knee replacement because of other causes
(secondary arthritis, tumour, trauma, etc.)
Written consent to participate in the study Current musculoskeletal complaints other than
those related to the operated joint, other
balance problems (due to neurological or heart
diseases, vertigo, etc.)
Refusal to participate in this study.
PARTICIPANTS
8
8
Patients meeting the inclusion criteria were divided into two groups: a study group or
virtual reality group (VRG) and a control group (CG). The characteristics of the groups
are shown in the table below. The anthropometric parameters did not significantly
differ between groups.
The characteristics of the groups
GAIT ASSESSMENT
9
9
 Gait was assessed using a Zebris FDM-T instrumented treadmill (Zebris
Medical GmbH, Isny, Germany).
 Each patient walked at least 3 min on the treadmill before testing to become
accustomed to this type of gait.
 Patients were instructed to look ahead and walk naturally during the test.
 Gait was assessed during 30 s of barefoot walking at a self-selected speed.
GAIT ASSESSMENT
10
10
 Two groups of parameters were collected during measurement: 16 parameters
describing the force and foot plantar pressure and 20 spatiotemporal parameters.
The force and foot plantar pressure parameters included:
 Left and right forefoot force (N)
 Left and right backfoot force (N)
 Left and right maximum forefoot force (N)
 Left and right maximum midfoot force (N)
 Left and right maximum heel force (N)
 Left and right maximum forefoot pressure (N/cm2 )
 Left and right maximum midfoot pressure (N/cm2 )
 Left and right maximum heel pressure (N/cm2 )
The spatiotemporal parameters included :
 Left and right step length (cm)
 Stride length (cm)
 Step width (cm)
 Left and right stance phase (%)
 Left and right loading response (%)
 Left and right single limb support (%)
 Left and right preswing (%)
 Left and right swing phase (%)
 Double support phase (%)
 Left and right step time (s)
 Stride time (s)
 Cadence (step/min)
 Velocity (km/h).
GAIT ASSESSMENT
11
11
For parameters assessed separately for the right (R) and left (L) lower limbs,
symmetry indices were calculated according to the following formula :
The SI factor is a method used to assess the percentage difference between
parameters for both lower limbs during squats. An SI value of 0 indicates full
symmetry, whereas SI ≄ 100% indicates asymmetry. According to the
assumption, the lower the SI values, the higher the symmetry.
PROCEDURES
12
12
 Participants started a standard 4-week protocol of stationary rehabilitation
involving five rehabilitation sessions per week.
 Physiotherapy treatment included :
 Individual exercises (increasing the range of motion of the operated joint,
muscle stretching, and strengthening)
 Continuous passive motion exercises
 Balance and gait training (without a computer or other electronic devices)
 Kinesiology taping applications for oedema
 Classical massage
 Manual therapy (mainly soft tissue, patellar, and scar mobilization)
 Physical treatment (cryotherapy in the operated area, laser therapy for
scarring, and low-frequency magnetic field therapy)
PROCEDURES
13
13
The study group (VRG) additionally received 12 sessions (3 sessions per week)
of nonimmersive virtual reality games on the Virtual Balance Clinic (VBC)
prototype system. The VBC system consists of two devices:
1. Balance Plate (measure the displacement of the CoP in real time)
2. “Kinect 2” Camera (used to track body movements).
VBC software allows the quantification of each movement performed during
exercises as “correct”, “false”, or “partly correct”. Each exergaming session lasted
30 min and included three different games. The level of difficulty was adjusted
individually for each patient by a physiotherapist supervising the exercises.
PROCEDURES
14
14
Virtual
Balance
Clinic
Games
Types
STATISTICAL ANALYSIS
15
15
 Statistical analysis was performed using Statistica v. 13.1 (TIBCO
Software, Inc., Palo Alto, CA, USA), and the cut-off p-value set to 0.05.
 The normality of the distributions of the above mentioned parameters
was assessed using the Shapiro–Wilk test.
 For parametric tests, the effect size was assessed using Cohen’s D.
Small effect sizes are for D = 0.2; D = 0.5 indicates a moderate effect size,
and D = 0.8 indicated a large effect size.
 For nonparametric tests, the effect size ranges are r < 0.3 for a small
effect size, 0.3 < r < 0.5 for a moderate effect size, and r > 0.5 indicates a
large effect size.
RESULT
17
17
 Only five parameters were significantly different when comparing the VRG and CG for
all parameters assessed before and after rehabilitation
COMPARISON BETWEEN STUDY & CONTROL GROUP
18
18
Analysing the effects of rehabilitation with virtual reality games, the values of
12 of 14 parameters evaluating the foot force and pressure significantly
increased. The values of these parameters also increased in the control group,
but the increase was significant for only six parameters. The most significant
improvement was for symmetry indices. The value of SI_forefoot force
decreased by 26.67% and 29.41% in the VRG and control groups, respectively.
For the SI_Maximum forefoot force, the symmetry values improved by 25% for
the VRG and 21.05% for the CG.
IMPACT OF REHABILITATION ONVRG & CG
19
20
21
21
Among the spatiotemporal parameters, the most significant improvement was in
the symmetry indices for both SI_Loading response and SI_Pre-Swing, where
values decreased by 54.55% and 140% in the VRG and C groups, respectively.
Gait speed was another parameter for which significant changes were observed.
It increased by 31.25% and 44% in the VRG and CG, respectively.
IMPACT OF REHABILITATION ONVRG & CG
22
23
DISCUSSION
25
The aim of this study was to assess the effectiveness of additional exercises in
virtual reality in improving spatiotemporal and pressure distribution gait
parameters in patients after TKR.
The values of spatiotemporal parameters, foot loading, and foot pressure, as well
as parameters assessing symmetry improved in both group (CG & VRG). However,
the extra exergaming sessions did not significantly improve rehabilitation
outcomes.
26
When analysing the group of spatiotemporal parameters, walking velocity
increased significantly. This increase, resulted in a significant reduction in the
stride time and step time of both legs. Moreover, the higher velocity resulted in
the shortening of the double support phase and stance phases for both limbs.
These results were probably influenced by a significantly shorter loading response
and preswing phases. Notably, step length and stride length significantly
increased in both groups.
27
According to Studenski et al., gait speed is associated with survival among the
elderly and reflects health and functional statuses. A gait speed faster than 100
cm/s suggests healthier ageing, whereas gait speeds slower than 60 cm/s indicate
a likelihood of poor health and function.
Furthermore, the walking speed in individuals after rehabilitation remained low in
this study, amounting to 46.5 cm/s in the VRG and 49.8 cm/s in the CG. However,
step width was reduced, suggesting more confident movements of the subjects.
28
The results of this study are consistent with our previously published results that
showed no significant advantage of rehabilitation with additional VR training
over standard rehabilitation in terms of balance and postural control.
However, other studies reported by :
 Gianola et al. observed some benefits in global proprioception in patients
after TKR.
 Peng et al. found that VR-based rehabilitation reduced pain and improved
function.
 Yoon and Son confirmed significantly better balance in the group of patients
after TKR who performed balance training with full immersion VR training.
29
Some games used in our study were developed to retrain particular phases or
types of gait :
GAMES TRAINING
Fruits Gait initiation
Frog, Football player, Bicycle ride Single leg support
Bicycle ride and Frog Functional stepping
Boat, Colours, and Donkey Balance training (important in complex
gait rehabilitation)
30
STRENGTH AND LIMITATION OFTHE STUDY
STRENGTH
‱ VR intervention, including a set of games
dedicated towards improving balance and gait
in nonhealthy people. Most studies are based
on commercial solutions, such as Xbox Kinect
or Nintendo Wii platform, which are not
designed for balance or gait training,
particularly in patients with musculoskeletal
impairments
‱ The intervention protocol (time and frequency
of VR-sets) in this study was based on
standards described by Juras et al.
‱ Objective measurement of the intervention’s
effectiveness that was not dependent on the
patient-reported outcome.
LIMITATION
‱ Lack of a healthy control group, which could
allow studying how the individuals regained
their normal gait parameters after TKR.
‱ The number of patients qualified for each group
also differed (38 in the VRG and 21 in the CG).
‱ COVID-19 pandemic did not allow to study
more people due to limitations from the
National Health Service.
‱ The use of exergaming sessions could also
influence patients’ motivation,
‱ Intake of painkillers, the functioning of the
neuromuscular system, or other factors that
were not assessed in this study.
‱ The results could also be influenced by
psychological complaints, that were not
assessed.
31
The incorporation of nonimmersive virtual reality games into everyday clinical
practice requires more evidence. This study showed no clear advantages of adding
dedicated VR games to the rehabilitation protocol for patients after total knee
arthroplasty shortly after surgery.
Virtual reality allows patients to train with biofeedback, receive some gratification
(points in a game), and increase motivation and exercise without the constant
supervision of a physiotherapist. For elderly patients, nonimmersive VR is easier to
work with, than immersive VR, especially at the beginning. Therefore, nonimmersive
VR can be safer for patients after experiencing lower limb surgery. These potential
advantages can all improve rehabilitation results, although nonimmersive VR may
be best suited for the later stages of rehabilitation from TKR.
IMPLICATIONS OF USING NONIMERSIVEVR IN CLINICAL PRACTICE
CONCLUSIONS
33
Additional exercises in VR do not significantly improve pressure and spatiotemporal
gait parameters compared with standard rehabilitation alone. Nevertheless, the
improvement of gait, especially its symmetry, is significant within the first six
weeks after surgery. Future studies that evaluate middle-term and long-term
effects and incorporate VR interventions into later stages of rehabilitation are
warranted.
THANKYOU
35
The patients included in our study started rehabilitation in the second week after
surgery, and physical treatments lasted four weeks. For patients after TKR, this
time point is an early period of rehabilitation, in which the main goals include
tissue healing, increasing the range of motion, and restoring the basic function
of the operated joint.
This period may be too early for reaching good results in advanced motor skills,
such as balance or gait. This finding corroborates with that study of Gazendam et
al. who showed that VR-based rehabilitation resulted in significantly better
patient-reported outcome scores at 3 and 6 months postoperatively.
36
STRENGTH AND LIMITATION OFTHE STUDY
Evaluating middle-term and long-term outcomes after surgery in both groups of
patients would be interesting for future studies. The 4-week rehabilitation was likely
too short a period to achieve significantly better results in the VR group, and such
benefits may become apparent over time. Future studies should also assess
psychological complaints, patients’ motivation and pain (in the aspects of pain level,
intensity, and painkillers’ intake). These aspects could influence the results or be
influenced by therapeutic interventions.
37
An important factor that probably allows the patient to benefit from exergaming
in VR is the level of difficulty and game scenario, which allows patients to
maintain high concentration and motivation levels. Lee et al. showed that the
balance between task difficulty and personal skill level is a necessary prerequisite
for immersion among patients after different knee surgeries. Belchior et al.
suggested that older adults’ engagement during VR-based games is better when
the level of difficulty can be adjusted to their skill levels.
In our study, the difficulty level of each game was adjusted by the
physiotherapist, which allowed us to maintain a balance between the patient’s
effort and game results.
Waddling gait (myopathic gait). In
waddling gait weakness in the gluteus
medius muscles leads the hip on the
swinging side to drop during gait, in an
attempt to counteract, the patient bends
the trunk towards the other side, resulting
in the gait to appear waddling.
JR 1 MS Tara.pptx
JR 1 MS Tara.pptx
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JR 1 MS Tara.pptx

  • 1. Effectiveness of Early Rehabilitation with Exergaming inVirtual Reality on Gait in Patients afterTotal Knee Replacement dr. Putu GedeTara Darma Putra Supervisor : Dr. dr. Joudy Gessal, Sp.K.F.R., M.S. (K) Dr. dr. Ch. Adelle Damopolii, Sp.K.F.R. Journal Reading 1
  • 3. 3 Primary osteoarthritis (OA) in the knee joint is a chronic disease that mainly affects elderly individuals. It causes several problems: from pain and dysfunction in activities of daily living to psychological distress. In advanced stages, total knee replacement (TKR) is an invasive procedure that allows the patient to restore mobility. The main goals of early rehabilitation after TKR are pain reduction and improving function, balance, and gait to function independently in daily living.
  • 4. 4 In the recent years, exergaming in immersive, semi-immersive, or non immersive virtual reality (VR) increased in popularity. Its advantages include, among others, greater patient motivation, improved (faster) effects of training, and the possibility of correcting movement strategies using feedback features of games. A growing number of studies have shown the utility of training with virtual reality in restoring gait and balance in older people, especially in the backwards stepping test, crossover stepping test, 6-min walking test, and timed up-and-go test.
  • 5. 5 Previous studies primarily examined the utility of VR exergaming in neurological disorders or elderly individuals and mostly included balance outcomes. There are no study assessing pressure, force, and spatiotemporal gait parameters in post-TKR patients who received virtual reality training. Therefore, this study aimed to evaluate the effectiveness of a standard rehabilitation program compared to the standard rehabilitation program with additional exercises in nonimmersive virtual reality in improving spatiotemporal and pressure distribution gait parameters in patients after total knee arthroplasty.
  • 7. PARTICIPANTS 7 7 59 patients 7–14 days after total knee replacement surgery were enrolled in the study. All patients were operated on at the Orthopedic Department of the “Prof. Adam Gruca Independent Public Teaching Hospital” in Otwock, Poland. INCLUSION EXCLUSION Noncomplicated total knee replacement surgery because of primary knee osteoarthritis Complicated surgery, revision arthroplasty, total knee replacement because of other causes (secondary arthritis, tumour, trauma, etc.) Written consent to participate in the study Current musculoskeletal complaints other than those related to the operated joint, other balance problems (due to neurological or heart diseases, vertigo, etc.) Refusal to participate in this study.
  • 8. PARTICIPANTS 8 8 Patients meeting the inclusion criteria were divided into two groups: a study group or virtual reality group (VRG) and a control group (CG). The characteristics of the groups are shown in the table below. The anthropometric parameters did not significantly differ between groups. The characteristics of the groups
  • 9. GAIT ASSESSMENT 9 9  Gait was assessed using a Zebris FDM-T instrumented treadmill (Zebris Medical GmbH, Isny, Germany).  Each patient walked at least 3 min on the treadmill before testing to become accustomed to this type of gait.  Patients were instructed to look ahead and walk naturally during the test.  Gait was assessed during 30 s of barefoot walking at a self-selected speed.
  • 10. GAIT ASSESSMENT 10 10  Two groups of parameters were collected during measurement: 16 parameters describing the force and foot plantar pressure and 20 spatiotemporal parameters. The force and foot plantar pressure parameters included:  Left and right forefoot force (N)  Left and right backfoot force (N)  Left and right maximum forefoot force (N)  Left and right maximum midfoot force (N)  Left and right maximum heel force (N)  Left and right maximum forefoot pressure (N/cm2 )  Left and right maximum midfoot pressure (N/cm2 )  Left and right maximum heel pressure (N/cm2 ) The spatiotemporal parameters included :  Left and right step length (cm)  Stride length (cm)  Step width (cm)  Left and right stance phase (%)  Left and right loading response (%)  Left and right single limb support (%)  Left and right preswing (%)  Left and right swing phase (%)  Double support phase (%)  Left and right step time (s)  Stride time (s)  Cadence (step/min)  Velocity (km/h).
  • 11. GAIT ASSESSMENT 11 11 For parameters assessed separately for the right (R) and left (L) lower limbs, symmetry indices were calculated according to the following formula : The SI factor is a method used to assess the percentage difference between parameters for both lower limbs during squats. An SI value of 0 indicates full symmetry, whereas SI ≄ 100% indicates asymmetry. According to the assumption, the lower the SI values, the higher the symmetry.
  • 12. PROCEDURES 12 12  Participants started a standard 4-week protocol of stationary rehabilitation involving five rehabilitation sessions per week.  Physiotherapy treatment included :  Individual exercises (increasing the range of motion of the operated joint, muscle stretching, and strengthening)  Continuous passive motion exercises  Balance and gait training (without a computer or other electronic devices)  Kinesiology taping applications for oedema  Classical massage  Manual therapy (mainly soft tissue, patellar, and scar mobilization)  Physical treatment (cryotherapy in the operated area, laser therapy for scarring, and low-frequency magnetic field therapy)
  • 13. PROCEDURES 13 13 The study group (VRG) additionally received 12 sessions (3 sessions per week) of nonimmersive virtual reality games on the Virtual Balance Clinic (VBC) prototype system. The VBC system consists of two devices: 1. Balance Plate (measure the displacement of the CoP in real time) 2. “Kinect 2” Camera (used to track body movements). VBC software allows the quantification of each movement performed during exercises as “correct”, “false”, or “partly correct”. Each exergaming session lasted 30 min and included three different games. The level of difficulty was adjusted individually for each patient by a physiotherapist supervising the exercises.
  • 15. STATISTICAL ANALYSIS 15 15  Statistical analysis was performed using Statistica v. 13.1 (TIBCO Software, Inc., Palo Alto, CA, USA), and the cut-off p-value set to 0.05.  The normality of the distributions of the above mentioned parameters was assessed using the Shapiro–Wilk test.  For parametric tests, the effect size was assessed using Cohen’s D. Small effect sizes are for D = 0.2; D = 0.5 indicates a moderate effect size, and D = 0.8 indicated a large effect size.  For nonparametric tests, the effect size ranges are r < 0.3 for a small effect size, 0.3 < r < 0.5 for a moderate effect size, and r > 0.5 indicates a large effect size.
  • 17. 17 17  Only five parameters were significantly different when comparing the VRG and CG for all parameters assessed before and after rehabilitation COMPARISON BETWEEN STUDY & CONTROL GROUP
  • 18. 18 18 Analysing the effects of rehabilitation with virtual reality games, the values of 12 of 14 parameters evaluating the foot force and pressure significantly increased. The values of these parameters also increased in the control group, but the increase was significant for only six parameters. The most significant improvement was for symmetry indices. The value of SI_forefoot force decreased by 26.67% and 29.41% in the VRG and control groups, respectively. For the SI_Maximum forefoot force, the symmetry values improved by 25% for the VRG and 21.05% for the CG. IMPACT OF REHABILITATION ONVRG & CG
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  • 21. 21 21 Among the spatiotemporal parameters, the most significant improvement was in the symmetry indices for both SI_Loading response and SI_Pre-Swing, where values decreased by 54.55% and 140% in the VRG and C groups, respectively. Gait speed was another parameter for which significant changes were observed. It increased by 31.25% and 44% in the VRG and CG, respectively. IMPACT OF REHABILITATION ONVRG & CG
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  • 25. 25 The aim of this study was to assess the effectiveness of additional exercises in virtual reality in improving spatiotemporal and pressure distribution gait parameters in patients after TKR. The values of spatiotemporal parameters, foot loading, and foot pressure, as well as parameters assessing symmetry improved in both group (CG & VRG). However, the extra exergaming sessions did not significantly improve rehabilitation outcomes.
  • 26. 26 When analysing the group of spatiotemporal parameters, walking velocity increased significantly. This increase, resulted in a significant reduction in the stride time and step time of both legs. Moreover, the higher velocity resulted in the shortening of the double support phase and stance phases for both limbs. These results were probably influenced by a significantly shorter loading response and preswing phases. Notably, step length and stride length significantly increased in both groups.
  • 27. 27 According to Studenski et al., gait speed is associated with survival among the elderly and reflects health and functional statuses. A gait speed faster than 100 cm/s suggests healthier ageing, whereas gait speeds slower than 60 cm/s indicate a likelihood of poor health and function. Furthermore, the walking speed in individuals after rehabilitation remained low in this study, amounting to 46.5 cm/s in the VRG and 49.8 cm/s in the CG. However, step width was reduced, suggesting more confident movements of the subjects.
  • 28. 28 The results of this study are consistent with our previously published results that showed no significant advantage of rehabilitation with additional VR training over standard rehabilitation in terms of balance and postural control. However, other studies reported by :  Gianola et al. observed some benefits in global proprioception in patients after TKR.  Peng et al. found that VR-based rehabilitation reduced pain and improved function.  Yoon and Son confirmed significantly better balance in the group of patients after TKR who performed balance training with full immersion VR training.
  • 29. 29 Some games used in our study were developed to retrain particular phases or types of gait : GAMES TRAINING Fruits Gait initiation Frog, Football player, Bicycle ride Single leg support Bicycle ride and Frog Functional stepping Boat, Colours, and Donkey Balance training (important in complex gait rehabilitation)
  • 30. 30 STRENGTH AND LIMITATION OFTHE STUDY STRENGTH ‱ VR intervention, including a set of games dedicated towards improving balance and gait in nonhealthy people. Most studies are based on commercial solutions, such as Xbox Kinect or Nintendo Wii platform, which are not designed for balance or gait training, particularly in patients with musculoskeletal impairments ‱ The intervention protocol (time and frequency of VR-sets) in this study was based on standards described by Juras et al. ‱ Objective measurement of the intervention’s effectiveness that was not dependent on the patient-reported outcome. LIMITATION ‱ Lack of a healthy control group, which could allow studying how the individuals regained their normal gait parameters after TKR. ‱ The number of patients qualified for each group also differed (38 in the VRG and 21 in the CG). ‱ COVID-19 pandemic did not allow to study more people due to limitations from the National Health Service. ‱ The use of exergaming sessions could also influence patients’ motivation, ‱ Intake of painkillers, the functioning of the neuromuscular system, or other factors that were not assessed in this study. ‱ The results could also be influenced by psychological complaints, that were not assessed.
  • 31. 31 The incorporation of nonimmersive virtual reality games into everyday clinical practice requires more evidence. This study showed no clear advantages of adding dedicated VR games to the rehabilitation protocol for patients after total knee arthroplasty shortly after surgery. Virtual reality allows patients to train with biofeedback, receive some gratification (points in a game), and increase motivation and exercise without the constant supervision of a physiotherapist. For elderly patients, nonimmersive VR is easier to work with, than immersive VR, especially at the beginning. Therefore, nonimmersive VR can be safer for patients after experiencing lower limb surgery. These potential advantages can all improve rehabilitation results, although nonimmersive VR may be best suited for the later stages of rehabilitation from TKR. IMPLICATIONS OF USING NONIMERSIVEVR IN CLINICAL PRACTICE
  • 33. 33 Additional exercises in VR do not significantly improve pressure and spatiotemporal gait parameters compared with standard rehabilitation alone. Nevertheless, the improvement of gait, especially its symmetry, is significant within the first six weeks after surgery. Future studies that evaluate middle-term and long-term effects and incorporate VR interventions into later stages of rehabilitation are warranted.
  • 35. 35 The patients included in our study started rehabilitation in the second week after surgery, and physical treatments lasted four weeks. For patients after TKR, this time point is an early period of rehabilitation, in which the main goals include tissue healing, increasing the range of motion, and restoring the basic function of the operated joint. This period may be too early for reaching good results in advanced motor skills, such as balance or gait. This finding corroborates with that study of Gazendam et al. who showed that VR-based rehabilitation resulted in significantly better patient-reported outcome scores at 3 and 6 months postoperatively.
  • 36. 36 STRENGTH AND LIMITATION OFTHE STUDY Evaluating middle-term and long-term outcomes after surgery in both groups of patients would be interesting for future studies. The 4-week rehabilitation was likely too short a period to achieve significantly better results in the VR group, and such benefits may become apparent over time. Future studies should also assess psychological complaints, patients’ motivation and pain (in the aspects of pain level, intensity, and painkillers’ intake). These aspects could influence the results or be influenced by therapeutic interventions.
  • 37. 37 An important factor that probably allows the patient to benefit from exergaming in VR is the level of difficulty and game scenario, which allows patients to maintain high concentration and motivation levels. Lee et al. showed that the balance between task difficulty and personal skill level is a necessary prerequisite for immersion among patients after different knee surgeries. Belchior et al. suggested that older adults’ engagement during VR-based games is better when the level of difficulty can be adjusted to their skill levels. In our study, the difficulty level of each game was adjusted by the physiotherapist, which allowed us to maintain a balance between the patient’s effort and game results.
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  • 50. Waddling gait (myopathic gait). In waddling gait weakness in the gluteus medius muscles leads the hip on the swinging side to drop during gait, in an attempt to counteract, the patient bends the trunk towards the other side, resulting in the gait to appear waddling.

Hinweis der Redaktion

  1. The patients in our study were trained in nonimmersive virtual reality, which can also influence the results. To date, no studies compared immersive and nonimmersive VR in patients after TKR.
  2. However, the outcome in our study was based on objective measures and not patient-reported scores, as in many other studies.
  3. However, patient motivation or satisfaction was not assessed in this study.