Feasibility of a Novel Video Game-Based Electromyography Biofeedback System in Patients With Knee Osteoarthritis.
Eileen Krepkovich, Mandeep Kaur, L Colby Mangum and 5 others
PMID 35690390WHAT IT FOUND
Patients with knee osteoarthritis generated 25% higher knee extension torque and exercised 2.7 minutes longer when using a video game biofeedback system compared to traditional biofeedback.
Participants reported high usability and engagement, suggesting the game format may help patients exert more effort during rehabilitation.
Key findings
01Knee extension torque was 25% higher during video game sessions compared to traditional biofeedback sessions.
02Participants voluntarily exercised for 2.7 minutes longer with the video game system than with the traditional system.
03The video game system received a usability score of 79, indicating very positive user experience.
STILL TO COME
How it was doneWhat they foundWhat it means for PTsWhat it means for OTsWhat it means for SLPs
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What it does not show
The study was a small pilot with only 19 participants, limiting the generalizability of the findings. Participants were not blinded to the intervention, which may have influenced their effort and engagement levels. All exercises were performed under supervision, so the results may not reflect compliance or performance in a home-based setting. The participants had less knee pain and were younger than typical knee osteoarthritis populations, which may limit relevance to more symptomatic or older patients.
Declared interests
The text does not report specific funding sources or conflicts of interest.
The easy way to misread this
Do not interpret the 25% torque increase as proof of superior long-term clinical outcomes. This was a short-term feasibility study with a small sample size and no blinding, and the effect size was small. The results indicate potential for engagement and immediate effort, not established efficacy for pain or function.