Evidence map›Paper›PMID 42046589›Full record

ArticleCureus2026

Video Game-Based Electromyographic Biofeedback Interventions in Patients With Knee Osteoarthritis: A Clinical Trial.

Mandeep Kaur, Eileen Krepkovich, James Patrie, Neal Richardson, Aaron Olowin, Amelia S Bruce Leicht, Xavier D Thompson, Susan Saliba, Joe Hart

Abstract read
In one paragraph

Article in Cureus, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

9 authors.

Mandeep KaurPhysical Therapy, University of Texas Medical Branch at Galveston, Galveston, USA.
Eileen KrepkovichEngineering, Barron Associates Inc., Charlottesville, USA.
James PatriePublic Health Services, University of Virginia School of Medicine, Charlottesville, USA.
Neal RichardsonEngineering, Barron Associates Inc., Charlottesville, USA.
Aaron OlowinEngineering, Barron Associates Inc., Charlottesville, USA.
Amelia S Bruce LeichtAthletic Training and Clinical Nutrition, University of Kentucky, Lexington, USA.
Xavier D ThompsonKinesiology, Louisiana State University, Baton Rouge, USA.
Susan SalibaKinesiology, University of Virginia, Charlottesville, USA.
Joe HartOrthopedics, University of North Carolina at Chapel Hill, Chapel Hill, USA.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

introductionExercise is considered the most effective, non-drug treatment for reducing pain and improving movement in patients with knee osteoarthritis (OA). The current study aimed to compare the efficacy of incorporating a Knee Biofeedback Rehabilitation Game for Osteoarthritis Therapy (KneeBRIGHT) (Barron Associates, Inc., Charlottesville, VA, USA) device into a 10-week rehabilitation course in patients diagnosed with knee OA.

methodsThis clinical trial used a parallel, prospective, single-blind, randomized controlled design. Participants were randomly allocated to the KneeBRIGHT (n = 17) or the control (n = 17) group. Quadriceps muscle strength, perceived knee function using the Knee Injury and Osteoarthritis Outcome Score (KOOS) and the International Knee Documentation Committee (IKDC) scale, and balance were measured prior to and immediately following the rehabilitation program. The KneeBRIGHT group did exercises using the electromyography (EMG)-based video games, while the control group performed the same traditional exercises without the video games. All patients attended a combination of in-clinic and home-based interventions for 10 weeks. Participants were interviewed at the end of the study.

resultsThirty-four patients participated in the study. The KneeBRIGHT group showed an improvement in KOOS quality of life (QOL) (p = 0.002), while the control group demonstrated improvements in KOOS symptoms (p < 0.001), pain (p = 0.009), activities of daily living (ADL; p = 0.005), KOOS sports (p = 0.002), and KOOS QOL (p = 0.016) compared to the baseline. No differences in quadriceps strength were found. The key themes from the interviews indicated that the KneeBRIGHT games are motivating and are an effective alternative to regular exercises.

conclusionsPatients exhibited improvements in perceived knee function and exhibited increased quadriceps strength using KneeBRIGHT games compared to traditional rehabilitation exercises. Playing video games may help maintain patient motivation and can be done at home independently, effectively reinforcing the therapeutic effect of exercises.

Indexed as

interventionsknee osteoarthritismuscle strengthquality of lifevideo games

Identifiers

PMID42046589
PMCPMC13110886

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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.