慢性非特异性颈痛(CNNP)在中国造成了巨大的健康和经济负担。本研究引入了一个游戏化的运动感测健康应用框架,以解决现有健康应用的局限性。游戏化的颈椎躯体运动应用程序与智能手机的内置传感器一起使用运动捕获技术来模拟精确的躯体交互。对照实验和数据分析表明,通过增加参与者的平均每日活动和对颈椎锻炼常规的依从性,该应用程序在缓解参与者颈部疼痛方面明显优于传统的文本和视频干预措施。参与者的颈部疼痛水平通过颈部残疾指数(NDI)量化。对照实验的结果表明,这种游戏化方法将颈部残疾指数(NDI)评分从1.54显着降低到1.24,突出了其减轻颈部疼痛和提高用户依从性的能力。
Chronic non-specific neck pain (CNNP) poses a substantial health and economic burden in
China. This study introduces a gamified motion-sensing health application framework to address the limitations of existing health applications. The gamified cervical spine somatic exercise application employs motion capture technology alongside the smartphone\'s built-in sensors to simulate accurate somatic interactions. Controlled experiments and data analyses demonstrated that the application significantly outperformed traditional text and video interventions in relieving participants\' neck pain by increasing their average daily activity and compliance with the cervical spine exercise routine. The neck pain level of the participants is quantified by the Neck Disability Index (NDI). The results from the controlled experiments demonstrate that this gamified approach significantly decreases the Neck Disability Index (NDI) score from 1.54 to 1.24, highlighting its ability to alleviate neck pain and increase user compliance.