Gamification in Knee Replacement Rehabilitation (BEE-RCT)
Heinonen, 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). Gamification in Knee Replacement Rehabilitation (BEE-RCT). V. 2.2.2023. University of Jyväskylä. https://doi.org/10.17011/jyx/dataset/85350.
All authors: Heinonen, Ari; Janhunen, Maarit; Aartolahti, Eeva; Katajapuu, Niina; Paloneva, Juha; Pamilo, Konsta; Oksanen, Airi, Keemu, Hannes; Karvonen, Mikko; Luimula, Mika; Korpelainen, Raija; Jämsä, Timo; Mäkelä, Keijo
Funders: Business Finland; Päivikki ja Sakari Sohlberg Foundation
Right-holders:
Availability and identifiers
Availability: Contact owner
Publication year: 2023
URN identifier in original repository: http://urn.fi/URN:NBN:fi:jyu-202302031632
DOI identifier in original repository: https://doi.org/10.17011/jyx/dataset/85350
URN identifier in JYX: http://urn.fi/URN:NBN:fi:jyu-202302031632
DOI identifier in JYX: https://doi.org/10.17011/jyx/dataset/85350
Description of the dataset
In addition, data includes exergame experience measured using Game User Experience Satisfaction Scale and Positive System Usability Scale at 2- and 4-month follow-ups, exercise adherence during intervention period measured using gaming computers and a structured diaries, satisfaction with the operated knee with question "How satisfied are you with your operated knee?" at 2- and 4-month follow-ups, and physical activity related to leisure time, daily errands or commuting during intervention and follow-up period using a structured diaries.
Moreover, participants were interviewed at 4- and 12-month follow-ups using laddering interview method, on patients’ perspectives on rehabilitation and exergames. The ladder data were recorded as attribute-consequence-value chains. The interview recordings are transcribed.
The study is registered at ClinicalTrials.gov (ID NCT03717727): https://clinicaltrials.gov/ct2/show/NCT03717727?draw=2.
Language: Finnish; English
Free keywords: knee arthroplasty; serious game; gamification; therapeutic exercise; rehabilitation; physical therapy; Kinect; mixed methods; randomized controlled trial
Keywords (YSO): artificial joints; serious games; gamification; rehabilitation; physiotherapy; randomised controlled trials
Fields of science: 315 Sport and fitness sciences
Follow-up groups: Physiotherapy (Faculty of Sport and Health Sciences LTK, SPORT) FTE; School of Wellbeing (University of Jyväskylä JYU) JYU.Well; Behaviour change, health, and well-being across the lifespan (University of Jyväskylä JYU) BC-Well
Do you deal with data concerning special categories of personal data in your research?: Yes
Projects related to dataset
- Gamification and physical activity in total knee replacement rehabilitation - mixed methods study with 12 month follow-up
- Aartolahti, Eeva
- Päivikki ja Sakari Sohlberg Foundation
- Ecosystems in Effective Exergaming
- Heinonen, Ari
- TEKES
Publications and other outputs related to dataset
- Effects of a home-based, exergaming intervention on physical function and pain after total knee replacement in older adults : a randomised controlled trial (2023) Janhunen, Maarit; et al.; A1; OA
- Effectiveness of Gamification in Knee Replacement Rehabilitation : Protocol for a Randomized Controlled Trial With a Qualitative Approach (2022) Aartolahti, Eeva; et al.; A1; OA
- Movement characteristics during customized exergames after total knee replacement in older adults (2022) Janhunen, Maarit; et al.; A1; OA
- Effectiveness of Exergame Intervention on Walking in Older Adults : A Systematic Review and Meta-Analysis of Randomized Controlled Trials (2021) Janhunen, Maarit; et al.; A2; OA