Evidence map›Paper›PMID 35690390›Full record

ArticleJournal of sport rehabilitation2022

Feasibility of a Novel Video Game-Based Electromyography Biofeedback System in Patients With Knee Osteoarthritis.

Eileen Krepkovich, Mandeep Kaur, L Colby Mangum, Susan Saliba, Matthew Lichter, Aaron Olowin, Neal Richardson, Joseph Hart

Open access · greenAbstract read
In one paragraph

Article in Journal of sport rehabilitation, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
0.7field-weighted citation impact, top 29% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed, 9 citations in OpenAlex.

  1. Trial
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors at 5 institutions in 1 country.

Eileen KrepkovichBarron Associates Inc, Charlottesville, VA,USA.
Mandeep KaurNorthern Arizona University, Phoenix Biomedical Campus, Phoenix, AZ,USA.
L Colby MangumUniversity of Central Florida, Orlando, FL,USA.
Susan SalibaDepartment of Kinesiology, University of Virginia, Charlottesville, VA,USA.
Matthew LichterBarron Associates Inc, Charlottesville, VA,USA.
Aaron OlowinBarron Associates Inc, Charlottesville, VA,USA.
Neal RichardsonBarron Associates Inc, Charlottesville, VA,USA.
Joseph HartUniversity of North Carolina, Chapel Hill, NC,USA.
Barron Associates (United States) · USNorthern Arizona University · USUniversity of Central Florida · USUniversity of North Carolina at Chapel Hill · USUniversity of Virginia · US

Funding

Knee-Biofeedback Rehabilitation Interface for Game-based Home Therapy (KneeBRIGHT)R44AG062069 · NIA · BARRON ASSOCIATES, INC. · PI KREPKOVICH, EILEEN T. · 2018 to 2024
$3.3M
Knee-Biofeedback Rehabilitation Interface for Game-based Home Therapy (KneeBRIGHT)R41AR067562 · NIAMS · BARRON ASSOCIATES, INC. · PI KREPKOVICH, EILEEN T. · 2015 to 2015
$225k
NIAMS NIH HHS R41 AR067562NIA NIH HHS R44 AG062069
6 · The paper itself

Abstract

contextA novel virtual game system Knee Biofeedback Rehabilitation Interface for game-based home therapy (KneeBright) was developed for strength training using integrated electromyography biofeedback of the quadriceps muscle to control the game. The study aimed to compare the KneeBright and electromyography biofeedback interface among patients with knee osteoarthritis.

designControlled before and after design.

methodsNineteen patients with knee osteoarthritis took part in this laboratory-based study. Exercise sessions took place on 2 separate days. During session 1, participants used a conventional electromyography biofeedback system while performing 3 sets of lower body exercises with emphasis on maximal muscle activation, endurance, and precision. During session 2, participants used the KneeBright game to match the exercise sets in the first session. For both sessions, knee extension torque during the isometric muscle activation exercises and time to voluntary additional exercise were recorded. Patient engagement was assessed using the technology acceptance model and System Usability Score questionnaires.

resultsThe peak knee extension torque produced during the control exercise session and the KneeBright exercise session were positively correlated. Knee extension torque generated during KneeBright game exercise sessions was increased by an average of 25% compared to the control sessions (2.14 vs 1.77 N·m/kg, P = .02). The mean technology acceptance model score for the KneeBright system was 3.4/5 and the mean System Usability Score was 79, both indicating positive patient engagement.

conclusionsPatients using the KneeBright game produced greater knee torque than patients using the conventional system, had positive levels of engagement, and exercised longer with the KneeBright game.

Indexed as

Osteoarthritis, KneeVideo GamesBiofeedback, PsychologyElectromyographyFeasibility StudiesHumansIsometric ContractionQuadriceps MuscleTorqueEMG biofeedbackexercise therapyvideo game-based interventions

Identifiers

PMID35690390
PMCPMC9555188
OpenAlexW4282916188

What OpenQuestion holds

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LicenceTDM
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.