Playing video games like can reduce lower back pain by 30 percent, study reveals 

Mail Online | 9/20/2018 | Brendan Mcfadden For Mailonline
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Playing video games such as Wii fit can reduce chronic lower back pain by up to 30 per cent, according to a new study.

Researchers from the University of Sydney in Australia investigated the effects of physical video-game exercises and discovered a marked alleviation in pain.

Part - Nintento - Wii-Fit-U - Exercises - Times

Those taking part were given a Nintento Wii-Fit-U and asked to complete aerobic exercises three times per week for an hour.

The results revealed a further 23 per cent increase in physical function from the video game exercises.

Study - Participants - Part - Control - Trial

In the study, 60 participants aged 55 and over took part in a control trial.

Study author Dr Joshua Zadro, a physiotherapist with the University of Sydney School of Public Health, said: 'Our study found that home-based video game exercises are a valuable treatment.

'It - Option - People - Pain - Participants

'It is a great option for older people suffering from chronic low back pain as participants experienced a 27 per cent reduction in pain.'

The trial consisted of a randomised video game study that used people with an average age of 67-years-old.

Researchers - Effectiveness - Game - Exercises - Pain

Researchers aimed to evaluate the effectiveness of self-managed, home-based game exercises on solving back pain.

Low back pain (LBP) is the most disabling and costly musculoskeletal condition worldwide and is most common among the elderly.

Chronic - LBP - Age - Impact - Functioning

Chronic LBP becomes more severe and disabling with age, and can have a significant impact on physical functioning.

'The effect of the eight-week video-game program was comparable to exercise programs completed under the supervision of a physiotherapist.

Exercise - Programs - Management - LBP - Compliance

'Structured exercise programs are recommended for the management of chronic LBP, but there is poor compliance to unsupervised home-exercises.

'Our study however had high compliance to video-game exercises, with participants completing on average 85 per cent of recommended sessions.'

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