EASY

DANS - Data Archiving and Networked Services

Search datasets

Close Search help

Contrasting the Effects of Exergaming using Virtual Reality vs. Neck Resistance Training on Pain, Mobility, and Kinesiophobia in Acute Cervical Pain among Collegiates – A preliminary study

Cite as:

Majhi, R (via Mendeley Data) (): Contrasting the Effects of Exergaming using Virtual Reality vs. Neck Resistance Training on Pain, Mobility, and Kinesiophobia in Acute Cervical Pain among Collegiates – A preliminary study. https://doi.org/10.17632/55wkvg2w4s.1

2024-05-21T14:52:31.212+0200 Majhi, R (via Mendeley Data) 10.17632/55wkvg2w4s.1

Background: Cervical pain (CP) has garnered significant attention in the last two decades due to its widespread impact, affecting approximately half of the population and coming in at number four among the primary causes of impairment. CP's effects extend to daily activities and employment, notably in technologically advanced environments like schools and workplaces. Understanding CP's nature and classification is crucial for effective management and prevention strategies.Aim & Objectives: To compare the effects of exergaming using Virtual reality (VR) with neck resistance training (NRT) on pain, mobility, and kinesiophobia in collegiate individuals with acute cervical painMaterials and methods: Twenty-six collegiate individuals with acute CP participated in a randomized controlled trial. One group received NRT, while the other engaged in VR exergaming. Pain, mobility, and kinesiophobia were evaluated using the Tampa Scale, range of motion (ROM) measurements, and the Numeric Pain Rating Scale (NPRS) over a three-week period both before to and following the intervention.Results and Discussion: Significant pain relief (Median = 1.50, p = 0.139) was seen by both groups following the intervention, although starting at identical pain levels (Median = 4.00). Cervical mobility, especially in rotations, significantly improved (p < 0.05). The post-intervention level of kinesiophobia considerably decreased (Median = 20.00, p = 0.022). Pain (z = -3.250, p = 0.001; Group 2: -3.228, p = 0.01), kinesiophobia (z = -3.062, p = 0.002; Group 2: z = -3.072, p = 0.002), and cervical mobility (p < 0.01 for Group 1; p < 0.05 for Group 2) were all significantly reduced within each group. Both genders showed significant improvement in post-intervention kinesiophobia and pain levels.Conclusion: The study saw notable pain reduction and decreased kinesiophobia after VR and NRT. Neck mobility measures remained relatively stable pre- and post-intervention in both groups. This shift from moderate to mild pain and lower kinesiophobia levels suggests combining these methods could improve acute CP management.Keywords: Acute cervical pain, Exergaming, Neck pain, Neck resistance training, Virtual reality, Virtual reality training.

THIS DATASET IS ARCHIVED AT DANS/EASY, BUT NOT ACCESSIBLE HERE. TO VIEW A LIST OF FILES AND ACCESS THE FILES IN THIS DATASET CLICK ON THE DOI-LINK ABOVE