Enhancing the Management of Non-Specific Neck Pain through Gamification: Design and Efficacy of a Health Application

被引:0
作者
Sun, Yiran [1 ]
Xian, Yanjie [1 ]
Lin, Hongbo [1 ]
Sun, Xing [1 ]
机构
[1] Tsinghua Univ, Shenzhen Int Grad Sch, Shenzhen 518055, Peoples R China
来源
BIOENGINEERING-BASEL | 2024年 / 11卷 / 07期
关键词
gamification; serious games; optical motion capture; digital health application; non-specific neck pain; cervical spine exercise; chronic pain intervention; Neck Disability Index;
D O I
10.3390/bioengineering11070640
中图分类号
Q81 [生物工程学(生物技术)]; Q93 [微生物学];
学科分类号
071005 ; 0836 ; 090102 ; 100705 ;
摘要
Chronic non-specific neck pain (CNNP) poses a substantial health and economic burden in China. This study introduces a gamified motion-sensing health application framework to address the limitations of existing health applications. The gamified cervical spine somatic exercise application employs motion capture technology alongside the smartphone's built-in sensors to simulate accurate somatic interactions. Controlled experiments and data analyses demonstrated that the application significantly outperformed traditional text and video interventions in relieving participants' neck pain by increasing their average daily activity and compliance with the cervical spine exercise routine. The neck pain level of the participants is quantified by the Neck Disability Index (NDI). The results from the controlled experiments demonstrate that this gamified approach significantly decreases the Neck Disability Index (NDI) score from 1.54 to 1.24, highlighting its ability to alleviate neck pain and increase user compliance.
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页数:18
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