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Effectiveness of Gamification in Knee Replacement Rehabilitation: Protocol for a Randomized Controlled Trial With a
Eeva Aartolahti1, Maarit Janhunen2, Niina Katajapuu3
1Institute of Rehabilitation, JAMK University of Applied Sciences, Jyväskylä, Finland.
JMIR Research Protocols
|November 28, 2022
Summary
This study explored home-based exergames for total knee replacement (TKR) recovery. Results offer insights into gamified rehabilitation, adherence, and function in older adults post-TKR.
Area of Science:
- Gerontology
- Rehabilitation Medicine
- Digital Health
Background:
- Limited evidence exists for home-based exergaming in the postoperative phase of total knee replacement (TKR).
- Exergames offer potentially engaging exercise options for rehabilitation.
Purpose of the Study:
- To investigate the effects of a 4-month home-based exergame intervention on physical function and symptoms in older adults post-TKR.
- To compare exergame effects with a standard home exercise protocol over 4 months with an 8-month follow-up.
- To explore patients' perspectives on gamified rehabilitation through a qualitative component.
Main Methods:
- A dual-center, nonblinded, randomized controlled trial with a mixed-methods design.
- Recruitment of 100 patients (aged 60-75) undergoing unilateral TKR, randomized to exergame or standard exercise groups.
- Primary outcomes (Oxford Knee Score, Timed Up and Go) assessed preoperatively and at 2, 4, and 12 months postoperatively.
Main Results:
- Data collection occurred between 2019 and January 2022, with 52 participants enrolled by November 2020.
- The COVID-19 pandemic impacted recruitment and data collection timelines.
- Primary results were anticipated by the end of 2022.
Conclusions:
- The study provides novel insights into the efficacy of postoperative exergame interventions for older TKR patients.
- Findings contribute to understanding gamified rehabilitation, exercise adherence, and functional outcomes in this population.

