Virtual Reality in Patients With Knee Osteoarthritis

NCT ID: NCT06272825

Last Updated: 2024-08-02

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

RECRUITING

Clinical Phase

NA

Total Enrollment

40 participants

Study Classification

INTERVENTIONAL

Study Start Date

2024-05-28

Study Completion Date

2025-01-14

Brief Summary

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One of the main challenges facing the therapist in the treatment of adhesive capsulitis is to motivate the patient throughout conventional therapy. As noted in a recent review, individuals are more interested in leisure activities rather than performing repetitive tasks during therapy. Virtual reality (VR) is a three-dimensional computer-aided programme built with a system that creates virtual reality movements and generates a high amount of visual and sensory feedback during exercise. As a result, virtual reality (VR) has been used in many medical indications and has been shown to promote adherence to treatment by increasing patient motivation.

Detailed Description

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Different VR systems have been shown to be effective in individuals with kinesiophobia as well as stroke patients. Virtual reality guided exercise is a proven method already used in stroke, Parkinson's, cerebral palsy rehabilitation, vestibular rehabilitation and orthopaedic rehabilitation. However, there is limited data on its effectiveness in patients with adhesive capsulitis. This randomized controlled study will contribute to the literature by investigating the effects of VR based exercises in individuals with AC

Conditions

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Knee Osteoarthritis Pain Quality of Life

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Randomised controlled
Primary Study Purpose

TREATMENT

Blinding Strategy

DOUBLE

Investigators Outcome Assessors
Investigator and Outcomes Assessor will be different persons.

Study Groups

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Experimental Group

In addition to the conventional rehabilitation program at the hospital, virtual reality exercise will be applied in 15 sessions, 5 days a week.

Group Type EXPERIMENTAL

Virtual reality

Intervention Type OTHER

VR-based exercise program will be applied in addition to the conventional rehabilitation program, 5 days a week for a total of 3 weeks.

conventional rehabilitation

Intervention Type OTHER

The conventional exercise program will include 20 minutes(Transcutaneous Electrical Nerve Stimulation) TENS with conventional method, 4 minutes continue ultrason, 20 minutes hot pack.

Control group

The conventional rehabilitation program at the hospital will be implemented in 15 sessions, 5 days a week.

Group Type ACTIVE_COMPARATOR

conventional rehabilitation

Intervention Type OTHER

The conventional exercise program will include 20 minutes(Transcutaneous Electrical Nerve Stimulation) TENS with conventional method, 4 minutes continue ultrason, 20 minutes hot pack.

Interventions

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Virtual reality

VR-based exercise program will be applied in addition to the conventional rehabilitation program, 5 days a week for a total of 3 weeks.

Intervention Type OTHER

conventional rehabilitation

The conventional exercise program will include 20 minutes(Transcutaneous Electrical Nerve Stimulation) TENS with conventional method, 4 minutes continue ultrason, 20 minutes hot pack.

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* Diagnosis of chronic (\>3 months) knee osteoarthritis between the ages of 40-85
* Kellgren and Lawrence Score ≥ 2 on knee radiograph
* Visual Analogue scale result VAS 4-8

Exclusion Criteria

* Orthopedic surgery performed on the lower extremity
* Cognitive dysfunction (Mini Mental Test Score \<23)
* Having received any treatment for knee osteoarthritis in the last 6 months
* Following any ongoing exercise program (tai chi, pilates, yoga, fitness)
* History of ligament and ligament injury around the knee
Minimum Eligible Age

40 Years

Maximum Eligible Age

85 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Kirsehir Ahi Evran Universitesi

OTHER

Sponsor Role lead

Responsible Party

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Basak Cigdem Karacay

Principal Investigator

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Basak Cigdem Karacay, Asst Prof

Role: PRINCIPAL_INVESTIGATOR

Kirsehir Ahi Evran University

Locations

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Kırşehir Ahi Evran University Faculty of Medicine

Kırşehir, City Center, Turkey (Türkiye)

Site Status RECRUITING

Countries

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Turkey (Türkiye)

Central Contacts

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Basak Cigdem Karacay, Asst Prof

Role: CONTACT

+9 0386 280 51 00.

Facility Contacts

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Basak Cigdem Karacay, Asist Prof

Role: primary

0905445094803

References

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Wi, S. Y., & Kang, J. H. (2012). The effects of virtual reality interactive games on the balance ability of elderly women with knee osteoarthritis. Journal of Korean Society of Physical Medicine, 7(3), 387-393.

Reference Type BACKGROUND

Lin YT, Lee WC, Hsieh RL. Active video games for knee osteoarthritis improve mobility but not WOMAC score: A randomized controlled trial. Ann Phys Rehabil Med. 2020 Nov;63(6):458-465. doi: 10.1016/j.rehab.2019.11.008. Epub 2020 Jan 22.

Reference Type BACKGROUND
PMID: 31981832 (View on PubMed)

Nambi G, Abdelbasset WK, Elsayed SH, Khalil MA, Alrawaili SM, Alsubaie SF. Comparative effects of virtual reality training and sensory motor training on bone morphogenic proteins and inflammatory biomarkers in post-traumatic osteoarthritis. Sci Rep. 2020 Sep 28;10(1):15864. doi: 10.1038/s41598-020-72587-2.

Reference Type BACKGROUND
PMID: 32985509 (View on PubMed)

Other Identifiers

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2023-19/140

Identifier Type: -

Identifier Source: org_study_id

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