Background:The widespread prevalence of chronic pain (CP) significantly impacts daily functioning worldwide. In mainland China, maintaining engagement in biopsychosocial interventions remains challenging. Gamification, designed based on self-determination theory, can enhance motivation, while machine learning (ML) algorithms can assist clinicians in dynamically optimizing pain management. Objective:This study aimed to (1) evaluate the preliminary effectiveness of a gamified pain management (GPM) program on CP and psychological outcomes and (2) identify key factors of significant pain improvements through the application of ML to guide intervention adjustments. Methods:A single-arm, pre-post study was conducted with 16 participants with CP in mainland China, recruited via social media using convenience sampling. Participants engaged in a 10-week web-based GPM intervention consisting of education, physical activities, and gamified elements, including points, avatars, and feedback. Primary outcomes were pain intensity and interference measured by the Brief Pain Inventory. Secondary outcomes included anxiety, depression, and quality of life. Analysis included paired t tests, and ML models were trained to predict clinically meaningful pain reductions. Shapley additive explanations, least absolute shrinkage and selection operator regression, association rule mining, and Kaplan-Meier survival analysis were used to identify key predictors and optimal sessions and intervention durations across subgroups. Results:A total of 16 participants were engaged, with a mean age of 27.63 (SD 9.584) years. Results from paired t tests reported significant improvements in pain intensity (decreased by 27.3%, 95% CI 1.061 to 3.064; P=.001), pain interference (decreased by 27.3%, 95% CI 8.159-17.216; P<.001), and psychological distress, including anxiety (t15=3.538, 95% CI 0.969 to 3.906; P=.003) and depression (t15=4.559, 95% CI 2.230 to 6.145; P<.001). The gradient boosting model demonstrated the highest predictive accuracy (area under the curve=0.89 and accuracy=0.82). Least absolute shrinkage and selection operator regression identified session 3 (β=-0.45, 95% CI -0.68 to -0.22; P<.001) and session 5 (β=-0.32, 95% CI -0.59 to -0.05; P=.02) as most predictive of clinical success, while association rule mining revealed effective session combinations for different patient subgroups. Time-to-event analyses indicated that individuals with low back pain and higher baseline severity required longer intervention durations for improvement (5 wk; P=.03). Conclusions:This pilot study presents an innovative method that combines ML with dynamic engagement data from a GPM program during interventions, rather than relying on static baseline data in prior studies. The results show preliminary efficacy and identify specific optimal session combinations and personalized treatment durations for different pain subgroups. These exploratory findings contribute to the field by providing a data-driven method for adaptive, personalized digital health interventions that move beyond one-size-fits-all strategies, potentially enabling clinicians to modify content and dosage to improve engagement and outcomes if validated in larger sample trials.
BACKGROUND:Chronic pain is a leading cause of disability. Existing evidence on digital gamification remains mixed. This systematic review aims to explore the use of gamification in chronic pain interventions for adults. METHODS:A systematic review of randomized controlled trials using digital gamification pain intervention for adults with chronic non-cancer pain was included. Data on gamification mechanisms, pain intensity, and user-related outcomes were extracted. RESULTS:A total of 17 randomized controlled trials with 768 participants were included. The most common elements of gamification were feedback, challenges, and rewards. Twelve studies reported significant pain reduction, with virtual reality and sensor-based games showing immediate effects. Feedback and challenge-based designs were associated with improved pain outcomes and user engagement. However, adherence and long-term efficacy varied, and some studies reported adverse effects. CONCLUSION:Gamification, particularly virtual reality and feedback-driven interventions, shows promise in reducing chronic pain and enhancing motivation. However, heterogeneity in design, limited long-term data, and risk of bias highlight the need for interventions evaluated in high-quality randomized controlled trials with longer follow-up periods. Future research should explore personalized gamification strategies and underlying mechanisms to optimize chronic pain management.
Background: The demand for digitally supported chronic pain management has grown. Yet, the employment of a well-structured and sustainable program for older adults is limited due to insufficient research studies involving both older adults and their informal caregivers. Objective: This cluster randomized controlled trial evaluated the effectiveness of a Dyadic Pain Management (DPM) program, with the primary outcome of pain intensity. Secondary outcomes included pain interference, pain self-efficacy, activities of daily living, pain knowledge, psychological symptoms (depression, anxiety, stress), and caregiver burden. Methods: A cluster randomized controlled trial was conducted with 150 dyads (community-dwelling older adults with chronic non-cancer pain and their informal caregivers) over 8 weeks. The intervention comprised 4 weeks of on-campus group sessions followed by 4 weeks of WhatsApp-based support, while the control group received lesson pamphlets. Outcomes were assessed at baseline (T0), week 8 (T1), and week 16 (T2). Results: Statistically significant improvements in pain outcomes were observed in the intervention group compared with the control group over follow-up. Between-group differences were significant for pain intensity (primary outcome) and pain interference, and pain self-efficacy also improved. Significant between-group differences were also observed for depression, anxiety, and stress after the intervention, and caregiver burden was lower in the intervention group at follow-up. Conclusions: These findings suggest that a dyadic, non-pharmacological pain management program with a WhatsApp-based component may support improvements in pain- and psychosocial-related outcomes among community-dwelling older adults with chronic pain and their informal caregivers.
BackgroundAlthough digital interventions have been widely used in chronic pain management, evidence on their effectiveness has demonstrated heterogeneity. They have low retention rates, which are exacerbated by a lack of feedback, social interaction, and engaging content, contributing to boredom and higher attrition. Gamification offers a possibility to overcome these barriers and enhance user motivation and engagement. ObjectiveThis study aims to investigate the effects of an online gamified pain management program in a sample of adults with chronic noncancer pain. MethodsA 2-arm, single-blind randomized controlled trial will recruit 172 participants through Chinese hospitals and online platforms. Eligible participants will be randomized to 2 groups: a 10-week gamified pain management program for the experimental group and routine online pain management materials for the control group. Primary outcomes, including pain intensity and pain interference, and secondary outcomes, including fear avoidance, emotion, exercise adherence, quality of life, and user satisfaction, will be assessed at baseline, after the intervention (10 weeks), and at a 3-month follow-up. A mixed-design ANOVA and intention-to-treat analysis will be used to evaluate intervention effects. ResultsThe trial is registered, with recruitment ongoing from July 2025 to August 2026. A total of 172 participants (86 per group) will be recruited. As of November 17, 2025, we have recruited 19 participants. Results are expected to be published in March 2027 ConclusionsThe findings will address a critical gap by examining a novel gamified intervention within a theory-driven design to provide an engaging solution to improve self-management in people with chronic pain. Trial RegistrationChinese Clinical Trial Registry ChiCTR2400094247; https://www.chictr.org.cn/hvshowproject.html?id=266029&v=1.0 International Registered Report Identifier (IRRID)DERR1-10.2196/80542
OBJECTIVES:This study aimed to investigate the pain situation, functional limitations, treatment used, care-seeking behaviors, and educational preferences of adults with pain in mainland China. METHODS:An online questionnaire was developed through expert validation, and participants were recruited via social media platforms. Inclusion criteria required having access to the Internet and smartphones, while individuals with significant cognitive impairments or severe mental illness were excluded. RESULTS:1566 participants, predominantly male (951) with a mean age of 30.24, were included. A total of 80.1% of the respondents reported experiencing pain, with over half suffering from chronic pain. Pain primarily affects the neck, lower back, and upper back, especially chronic low back pain. Pain significantly impacted various aspects of life, including mood, physical activity, work performance, family dynamics, and social relationships, particularly among chronic pain sufferers (p-value: < 0.001). Analgesics (66.9%) and self-management (80-94.3%) were the most used pain management strategies, with respondents with chronic pain reporting higher usage and effectiveness of medication than those with acute pain (p-value: < 0.001). Participants also expressed a greater interest in online education and psychotherapy interventions, especially through mobile applications. CONCLUSIONS:Chronic pain is highly prevalent in mainland China, leading to emotional distress, decreased work competency, and social isolation, with a strong demand for pain education through smartphone applications.
PURPOSE:To measure intervention fidelity of the Photo-with-Movement Program (PMP) and to report the findings of the program. METHODS:This study was a two-arm, pilot randomized controlled trial of the PMP. An intervention fidelity checklist and semi-structured interviews were utilize to evaluate the fidelity of the PMP. Twenty-four older adults and informal caregiver dyads enrolled in the study, with 12 dyads in the experimental group and another 12 in the control group. The PMP integrated visual stimulation, physical exercise, and digital-based activity to deliver a comprehensive, non-pharmacological pain relief syllabus to the participants in the experimental group. The control group received pain management pamphlets. The data collected were analyzed using SPSS to compare the outcomes between the experimental and control groups. RESULTS:The PMP led to significant findings on reducing pain intensity and high scores on intervention fidelity. Participants showed great acceptance of this delivery format. CONCLUSIONS:This study revealed the fidelity and effectiveness of a multimodal non-pharmacological intervention, suggesting that it could be used for pain management and caregiving.
BackgroundThe Frailty and Injuries: Cooperative Studies of Intervention Techniques - 4 (FICSIT-4) is a measure that assesses standing balance ability. However, the psychometric properties of the FICSIT-4 have not been examined in people with stroke.ObjectivesTo investigate the psychometric properties of the FICSIT-4, including its internal consistency, test - retest reliability, concurrent validity, and known-group validity, and identify the cutoff score on the FICSIT-4 that discriminates people with stroke from healthy older people.MethodsSixty-two participants with stroke and 49 age-matched healthy controls were recruited. The FICSIT-4 was administered twice, on days 1 and 2, with a 1-week interval, to the participants with stroke to examine test - retest reliability. Various health-related measures were also administered to the stroke participants on day 1. The FICISIT-4 was only administered once, on day 1, to the healthy participants.ResultsThe FICIST-4 was found to exhibit fair internal consistency, good test - retest reliability and significant correlations with various health-related outcome measures. It also demonstrated known-group validity, and a score of 25 was found to distinguish people with stroke from healthy older people.ConclusionThe FICISIT-4 is a reliable and valid measure for assessing the standing balance ability of people with stroke.
BACKGROUND:Heart rate variability (HRV) is a potential biomarker for frailty, which is burdensome in older adults. However, existing studies report inconsistent findings regarding their relationship, and no meta-analysis has been conducted. This systematic review and meta-analysis aim to examine the association between HRV and frailty, as well as the boundary conditions that influence this relationship. METHODS:We systematically searched eight databases for studies examining three domains of HRV parameters - time-, frequency-, and nonlinear-domain - and their associations with frailty. Using a three-level random-effects meta-analytic model, we investigated the pooled effect sizes (Hedges' g) for short-term (≤ 5 minutes) and long-term (24-hour) HRV, and potential variables moderating the relationship between HRV and frailty. RESULTS:We included 16 studies (n = 2365) in the review from 1132 records, and 13 of them were meta-analyzed (n = 1677) contributing 90 effect sizes. Both short-term (7 studies, 47 effect sizes) and long-term (6 studies, 43 effect sizes) models indicated lower HRV in (pre)frail individuals compared to their non-frail counterparts, while the effects were not statistically significant. For long-term HRV, the relationship was moderated by HRV domain: time-domain parameters exhibited a larger effect size (g = 2.097) than frequency-domain parameters (g = 1.698). CONCLUSIONS:Our meta-analyses revealed a trend towards lower HRV in (pre)frail individuals; however, the effects in both models were not statistically significant. Although HRV may be a potential biomarker of frailty, the current evidence remains inconclusive. Further prospective studies are necessary, considering the heterogeneity and potential publication bias observed.
Background and aimsOlder adults' chronic pain care includes assisting with daily activities and exercise. But the informal caregivers have stated different challenges in the caring process. This study aims to explore the chronic pain situations of older adults, the burden of their informal caregivers, and the correlation between the severity of chronic pain in older adults and the level of burden experienced by their caregivers.MethodsA total of 150 older adults (mean age: 65.44) with chronic pain and 150 informal caregivers (mean age: 41.06) were recruited for this study. Older adults completed the brief pain inventory and pain self-efficacy questionnaire. Depression, anxiety, stress, and activities of daily living were assessed. Informal caregivers also completed the caregiver burden inventory.Results150 informal caregivers completed the questionnaire. The mean caregiver burden score was 3.73, positively associated with pain conditions and emotional tolls in older adults.ConclusionThe findings highlight the need for healthcare professionals to address the physical and emotional burdens experienced by informal caregivers. Healthcare professionals should investigate the caregiver burden. Comprehensive support strategies should be developed to enhance the well-being of both older adults and their caregivers, ultimately improving pain management and quality of life.
Objective:This study aimed to report the development process of a nurse-led, evidence-based, and theory-informed dietary intervention designed to modify multiple unhealthy dietary behaviors in gastric cancer survivors and to describe its components. Methods:Following the 2008 Medical Research Council (MRC) framework, this study comprised two phases: "intervention development" and "feasibility assessment." The development phase involved identifying the evidence base, selecting the theory, and modeling process and outcomes, resulting in an initial intervention. The feasibility assessment phase included a pilot randomized controlled trial to test the feasibility (eligibility, recruitment, retention, and attendance rates), acceptability (satisfaction with the intervention), and preliminary effectiveness of the initial intervention on six unhealthy dietary behaviors (insufficient intake of fruits, vegetables, and soybeans, as well as overconsumption of salt, processed meat, and alcohol). Results:The initial 4-week intervention, based on social cognitive theory, was led by a trained nurse and was individually delivered through one hospital-based face-to-face session plus three home-based telephone follow-ups. The pilot trial demonstrated that the initial intervention was largely feasible, well-accepted and showed preliminary effectiveness in improving fruit intake only. Conclusions:This study illustrated a systematic and rigorous process for developing a dietary intervention for gastric cancer survivors using the MRC framework. The initial intervention requires refinements to enhance its feasibility and effectiveness in modifying the other unhealthy dietary behaviors beyond insufficient fruit intake. It can also be adapted for survivors of other cancer types with similar unhealthy dietary behaviors. Trial registration:The trial was registered on the ClinicalTrials.gov website (Registration No. NCT04985084).
Chronic pain affects older adults' quality of life, worsened by COVID-19 healthcare disruptions. This study introduces the Gamified Web-based Pain Management Program (GAP), a digital tool using gamification to improve pain education. Developed with the Model of Technology Adoption by Older Adults, GAP was tested in a quasi-experimental pilot study. Four community-dwelling adults (aged >= 65) participated for 4 weeks. Pain was assessed using the Brief Pain Inventory (BPI). Post-intervention, pain severity dropped from 3.44 to 1.31 and interference from 2.39 to 0.43, with positive usability feedback. Limits include the small sample and no control group. Larger, controlled trials are needed to confirm efficacy. GAP shows promise for pain management in older adults during healthcare challenges.
Background/Objectives: Sedentariness is a common phenomenon among both the elderly and the young in modern society. Changes in work structure, leisure activities, and technological advancements have contributed to excessive sitting time. To address sedentary lifestyles across generations, this randomised controlled pilot trial aimed to investigate the effectiveness of the Connective Active Programme (CAP) in improving intergenerational relationships, psychological well-being, and physical fitness among older adults. Methods: Twenty dyads of older and younger adults from the same family were recruited and randomly allocated to an experimental group or a control group in a 1:1 ratio. The experimental group participated in six weekly 2-h dyadic walking sessions supported by digital information and mobile applications, whereas the control group received weekly digital pamphlets. Results: Compared to the control group, the experimental group showed significant improvements in younger participants’ intergenerational relationship quality, as well as in older participants’ 6-Minute Walk Test performance and WHOQOL-BREF scores. Conclusions: The CAP appears to be a viable strategy to enhance intergenerational relationships and promote healthy ageing among community-dwelling older adults in Hong Kong.
Staff working in residential care homes (RCHs) have played a significant role in preventing the spread of infection among residents, visitors, and staff. Providing continuous professional training to the staff is essential; nonetheless, current infection control training mostly rest on short educational talks or one-to-one reminder in the RCHs. A blended mode (using online interactive games and face-to-face consultations) was now proposed as a new way to conduct infection control training in the RCHs. To assess the efficacy of the Blended Gaming COVID-19 Training System (BGCTS) on infection control practices (ICP) and knowledge of standard precautions among all staff in RCHs. A 2-arm single-blinded cluster randomized controlled trial was designed. Thirty RCHs were recruited and randomized. Due to COVID-19 pandemic and there were infected cases in the homes, 17 RCHs refused or delayed the on-site observations. 212 staff (from 13 RCHs) completed the training and the on-site unobtrusive observations by the research nurse for monitoring post-training practices. The intervention was a blended mode of training (e-health mode blended with face-to-face sessions) and the contents are derived from ‘The COVID-19 Risk Communication Package for Healthcare Facilities developed by the World Health Organization. E-health mode referred to a 120-minute web-based training system covering 8 topics in 2 weeks. Short-clip videos and games were used. Two face-to-face 30-minute interactive sessions were arranged for clarifying concepts. The improvement of the use of gloves and personal protective equipment (PPE) was significantly greater in intervention group (IG) than that of control group (CG) (F=43.206, p<0.001). However, there was no significant changes in hand hygiene compliance after the BGCTS training. This may be due to the ceiling effect of the hand hygiene compliance at baseline (IG: 95.8%; CG: 98.6%). The survey indicated that the IG has significantly higher scores in self-reported infection control practices (SICP) than that of CG (β= 2.619, Wald χ2 95% CI [4.291, 9.426]) after using the BGCTS. BGCTS improved RCH staff’s performance in ICP, specifically in gloves and PPE use, and their SICP. BGCTS was shown to be an effective training although it lasted two weeks only. The short duration of training using BGCTS is most welcomed by the RCH staff because it does not take up much time from their work. This electronic-based infection control training with two intensive interactive sessions has good potential to be adopted as regular training in RCHs.
Background: Older adults may experience chronic pain as they age, which can affect their physical and psychological well-being. Virtual reality (VR) is emerging as a novel and nonpharmacological intervention that offers pain relief and mood enhancement through immersive experiences. However, the feasibility and effectiveness of using nonlocalized and commercial VR applications for chronic pain relief and mood enhancement among community-dwelling older adults remain underexplored. Objective: The main objectives of this study were to (1) evaluate the feasibility of using commercial-off-the-shelf VR applications for managing chronic pain among older adults, (2) assess the efficacy of VR in alleviating chronic pain, and (3) examine its impact on the well-being of older adults in a community setting. Methods: The study was a single-arm mixed methods pilot study. It was divided into two stages, including preparation and implementation. A total of 13 older adults (8 with chronic pain and 5 without) were recruited to participate in a 3-week VR intervention. Participants engaged in VR sessions that followed a step-by-step adaptation process. Each session included 360-degree relaxation videos and VR-based boxing exercises via Les Mills BODYCOMBAT, lasting 15 minutes. Pain intensity, pain self-efficacy, well-being, and mood were measured pre-and post-intervention using the Numeric Pain Rating Scale (NPRS), a pain self-efficacy question, the World Health Organization-Five Well-Being Index (WHO-5), and the Mood Assessment Scale (Mood). VR feasibility was evaluated based on completion rates, adverse outcomes, and qualitative feedback from semistructured interviews. Results: Of the 13 participants recruited, 11 completed the intervention (84.6% completion rate). The mean age was 79.2 (SD 9.2) years. The study found a statistically significant 16.32% improvement in the mean mood score, with a mean increase of 2.64 (SD 1.45) points and a large effect size (P<.001; Cohen d=1.82). The median pain self-efficacy score decreased from 3.0 (IQR 1.5-3.0) to 1.0 (IQR 1.0-2.0) (z=-2.236; P=.03). However, no significant changes were observed in pain intensity or overall well-being. The study demonstrated the high feasibility of commercial-off-the-shelf VR technology for older adults. Minor adverse effects were reported, including back pain and headset discomfort. In addition, 90.9% of participants enjoyed the VR experience, and all were willing to join future sessions. Conclusions: The pilot study demonstrated that commercial-off-the-shelf VR applications can effectively enhance mood and pain self-efficacy. Additional procedures, such as prebriefing, real-time interpretation, and a gradual adaptation process, were essential to overcoming barriers such as language, cultural nuances, and the digital literacy of older adults. Despite the lack of significant changes in pain intensity or overall well-being, the psychological benefits suggest that VR could be a valuable adjunct tool in chronic pain management. Future research should focus on larger sample sizes, longer intervention durations, randomized controlled trials, and the development of localized commercial VR applications to further explore their efficacy.
CorrectionCorrection: Tse et al. How COVID-19 Ceases All Older Adult Services & the Way Out for Community-Dwelling Older Adults with Chronic Pain. OBM Neurobiology 2023; 7: 183Mimi Mun Yee Tse 1, *, Shamay Sheung Mei Ng 2, Vivian Lou 3, Raymond SK Lo 4, Daphne Sze Ki Cheung 5, Paul H Lee 6, Shuk Kwan Tang 7, Siu Hang Leung 1, Percy Poo-See Tse 1* Correspondence: Mimi Mun Yee Tse; E-Mail: mmytse@hkmu.edu.hkAcademic Editors: Ines Testoni, Adriano Zamperini and Lorenza PalazzoSpecial Issue: How COVID-19 Changed Individual and Social Life: Psychological and Mental illness Studies on the Pandemic OutcomesOBM Neurobiology2024, volume 8, issue 1doi:10.21926/obm.neurobiol.2401213Received: March 11, 2024Accepted: March 11, 2024Published: March 12, 2024The authors wish to make the following correction to the paper [1].
The demand for digital-supported chronic pain management has grown, especially since the COVID-19 pandemic. Yet, the employment of a well-structured and sustainable program for older adults is limited due to insufficient research studies involving both older adult participants and their informal caregivers. This study aimed to test the effectiveness of the Dyadic Pain Management (DPM) in reducing pain, psychological health symptoms, and improving pain self-efficacy, physical well-being, and quality of life. Besides, this study evaluated the efficacy of the digital component of the DPM in increasing older adults’ engagement in managing pain individually, despite the social distancing restrictions. A cluster randomized controlled trial was conducted with socially vulnerable older adults (n=75) and their informal caregivers (n=75) for 8 weeks, which involved 4 weeks of on-campus activities and another 4 weeks of WhatsApp-based activities. The design of the intervention was based on the Pender’s Health Promotion Model, with the purpose to equip participants with essential knowledge and skills to manage their pain individually. After recruitment, participants were randomly placed into the experimental group that received the intervention, and control group which received lesson pamphlets. The evaluation of pain situation, physical and psychological health, caregiver burden inventory, and a semi-structured interview were conducted before the intervention (T0), at week 8 (T1), and week 16 (T2). The results showed that participants’ pain situation was significantly improved. The between group P values for pain self-efficacy, pain intensity, and pain interference were P<.001, P=.003, and P<.001, respectively. Additionally, the differences in depression (P=.004), anxiety (P=.010), and stress (P=.021) were significant between the two groups after the intervention. Finally, caregiver burden was significantly reduced after the intervention, where it was P=.008 for the experimental group and P=.001 for differences between groups. The findings implied the effectiveness of non-pharmacological chronic pain methods integrated with a digital add-on for community-dwelling older adults and their informal caregivers. ClinicalTrials.gov NCT05056623 RR2-DOI: 10.3390/ijerph191912186
Background Children's overall psychological well-being is a concern for parents and adults worldwide. Mindfulness appears to be a promising intervention for enhancing children's psychological well-being, and its effectiveness has been well-documented. However, there is a paucity of data on the feasibility and acceptability of implementing mindfulness-based interventions (MBIs) for children; this is a crucial factor in determining whether MBIs can be utilized to benefit children. The aim of this study was to determine the feasibility and acceptability of implementing MBIs among Hong Kong children.Methods Seventy-eight children (mean age = 9.06, SD = .375) were recruited from a primary school in Hong Kong and received MBIs in a single session that lasted about 2 h. The intervention's feasibility was determined in terms of retention rates, while acceptability was based on qualitative feedback from the children.Results The results show that there were high retention rates (96%). Qualitative analyses of children's feedback revealed that they experienced enhanced well-being, and enjoyed and benefited from the interventions.Conclusions This study shows the high feasibility of MBIs in children, supporting the conduct of an efficacy trial to examine the effects of MBIs among children. Support from school teachers and measures to raise and maintain children's interest in mindfulness could facilitate the conduct of a study.
Mindfulness-based interventions have gained popularity among elite athletes, but their effectiveness in enhancing archery performance has been inconsistent. This study examined the feasibility of a 12-week mindfulness flow program (MFP) specifically designed for the archers and assessed the effect of the MFP on shooting performance. Twelve members of the Hong Kong Archery Team voluntarily participated in the present study. Their shooting performance, anxiety, mindfulness, and flow state were assessed before and after the MFP intervention. The results showed that the MFP was highly feasible, with 100% attendance. The athletes highly enjoyed the MFP sessions (mean rating: 7.9/10). Improved shooting performance, increased mindfulness, and flow state levels, and reduced anxiety were also observed after the intervention. These findings suggest a positive reception from and potential benefits for athletes. However, it is suggested to conduct additional research using randomized controlled trials to explore the program's effects and applicability in enhancing sports performance.
ObjectivesThis systematic review aims to assess the effectiveness, acceptability, and sustainability of non-pharmacological pain management interventions for older adults in mainland China.Materials and MethodsArticles searching was conducted across six databases, including MEDLINE, PubMed, PsycINFO, Web of Science, China National Knowledge Infrastructure (CNKI), and WanFangdata. Quality appraisal was performed using the revised Cochrane risk of bias tool.ResultsA total of 26 articles met the inclusion criteria, involving 2,197 participants with a mean age of 69.19 years. The participants' ages ranged from 63.85 to 81.75 years. The evaluated non-pharmacological interventions included psychotherapy, acupuncture, exercise, massage, neurotherapy, and multidisciplinary interventions. The overall changes in pain intensity varied from -5.19 to -0.65 on a numeric rating scale ranging from zero to ten.ConclusionsNon-pharmacological interventions proved effective in alleviating pain intensity among older adults in mainland China. The findings suggest that mindfulness, exercise and pain education can be promoted as viable strategies for enhancing the well-being of the elderly population.