Impacto de una intervención basada en juegos sobre el dolor lumbar crónico considerando la interferencia de la kinesiofobia en adultos de mediana edad y mayores
DOI:
https://doi.org/10.47197/retos.v72.117762Palabras clave:
Dolor lumbar crónico, compromiso cognitivo, gamificación, intervención inmersiva, juegos serios, kinesiophobiaResumen
Introducción: El dolor lumbar crónico (DLC) es una condición prevalente entre adultos de mediana edad y mayores, causando afectaciones físicas, psicológicas y sociales. Intervenciones innovadoras, como los programas de ejercicio gamificados, pueden mejorar la adherencia y el compromiso, a la vez que reducen el dolor.
Objetivo: Este estudio pre y post-experimental analizó el efecto de un juego analógico (gamificación del ejercicio físico) sobre el DLC y exploró cómo la kinesiophobia influye en el compromiso y los resultados del dolor en adultos de mediana edad y mayores.
Métodos: Veinticinco participantes (66,8 ± 13,5 años; 76% mujeres) completaron cuatro sesiones del Tree Game, un juego analógico estructurado basado en el suelo que combina desafíos físicos, cognitivos y sociales. La intensidad del dolor se midió con la Escala Numérica de Dolor (END) al inicio (T0), post-intervención (T1) y tras un período sin intervención (T2). El compromiso y la concentración se evaluaron mediante reflexiones abiertas después de cada sesión. La kinesiophobia basal se midió con la Tampa Scale for Kinesiophobia (TSK-13).
Resultados: La intensidad del dolor disminuyó significativamente de T0 a T1 (6,9 ± 2,9 vs. 3,4 ± 2,9, p < 0,001) y se mantuvo más baja en T2 (4,6 ± 2,5, p < 0,001). El compromiso evolucionó desde la ejecución de tareas hacia la concentración cognitiva y la interacción competitiva/social, reflejando una inmersión progresiva. No se encontró interacción significativa entre la kinesiophobia basal y los resultados sobre el dolor.
Conclusiones: El Tree Game redujo eficazmente la intensidad del dolor y promovió el compromiso cognitivo y social. Potenciar los elementos de juego y la inmersión puede aumentar la participación, respaldando las intervenciones físicas gamificadas como estrategia multifacética para el manejo del DLC en adultos mayores.
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