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.


JYU authors
  • Contact person (yes/no)Yes
  • Contact person (yes/no)No

All authorsHeinonen, 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

FundersBusiness FinlandPäivikki ja Sakari Sohlberg Foundation

Right-holders


Availability and identifiers

AvailabilityContact owner

Publication year2023

URN identifier in original repositoryhttp://urn.fi/URN:NBN:fi:jyu-202302031632

DOI identifier in original repositoryhttps://doi.org/10.17011/jyx/dataset/85350

URN identifier in JYXhttp://urn.fi/URN:NBN:fi:jyu-202302031632

DOI identifier in JYXhttps://doi.org/10.17011/jyx/dataset/85350


Description of the dataset

DescriptionThe Gamification in Knee Replacement Rehabilitation (BEE-RCT) was parallel group, non-blinded, dual-center randomized controlled trial designed to investigate the effectiveness of a 16-week home-based gamified physiotherapy on physical function and pain for patients after total knee replacement (TKR) compared with treatment as usual home exercise. The data includes data of 52 participants, aged 60-75 years. Data was collected at four time points; baseline data before the TKR surgery and follow-ups at 2-, 4- and 12-month after the TKR surgery. Physical function was measured using tests and questionnaires. Tests were Timed Up and Go (mobility), 10-m Walking speed (walking), Short Physical Performance Battery (lower extremity performance), isometric knee extension and flexion strength (muscle strength), and goniometer (knee range of motion). Pain was measure using visual analogue scale. Questionnaires were Oxford Knee Score OKS (function and pain related to knee), WHO Disability Assessment Schedule WHODAS 2.0 (disability), and Knee injury and Osteoarthritis Outcome Score (KOOS) (pain, other symptoms, ADL function, sport and recreation function, QOL).

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.

LanguageFinnishEnglish

Free keywordsknee arthroplasty; serious game; gamification; therapeutic exercise; rehabilitation; physical therapy; Kinect; mixed methods; randomized controlled trial

Keywords (YSO)artificial jointsserious gamesgamificationrehabilitationphysiotherapyrandomised controlled trials

Fields of science315 Sport and fitness sciences

Follow-up groupsPhysiotherapy (Faculty of Sport and Health Sciences LTK, SPORT) FTESchool of Wellbeing (University of Jyväskylä JYU) JYU.WellBehaviour 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


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Publications and other outputs related to dataset


Last updated on 2024-04-04 at 14:22