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用于中风康复的虚拟现实技术。

Virtual reality for stroke rehabilitation.

作者信息

Laver Kate E, George Stacey, Thomas Susie, Deutsch Judith E, Crotty Maria

机构信息

Department of Rehabilitation and Aged Care, Flinders University, Repatriation General Hospitals, Daws Road, Daw Park, Adelaide, Australia, 5041.

出版信息

Cochrane Database Syst Rev. 2011 Sep 7(9):CD008349. doi: 10.1002/14651858.CD008349.pub2.

Abstract

BACKGROUND

Virtual reality and interactive video gaming have emerged as new treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles are being rapidly adopted in clinical settings; however, there is currently little information about their effectiveness.

OBJECTIVES

To evaluate the effects of virtual reality and interactive video gaming on upper limb, lower limb and global motor function after stroke.

SEARCH STRATEGY

We searched the Cochrane Stroke Group Trials Register (March 2010), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2010, Issue 1), MEDLINE (1950 to March 2010), EMBASE (1980 to March 2010) and seven additional databases. We also searched trials registries, conference proceedings, reference lists and contacted key researchers in the area and virtual reality equipment manufacturers.

SELECTION CRITERIA

Randomised and quasi-randomised trials of virtual reality ('an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion') in adults after stroke. The primary outcomes of interest were: upper limb function and activity, gait and balance function and activity and global motor function.

DATA COLLECTION AND ANALYSIS

Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data and assessed risk of bias. A third review author moderated disagreements when required. The authors contacted all investigators to obtain missing information.

MAIN RESULTS

We included 19 trials which involved 565 participants. Study sample sizes were generally small and interventions and outcome measures varied, limiting the ability to which studies could be compared. Intervention approaches in the included studies were predominantly designed to improve motor function rather than cognitive function or activity performance. The majority of participants were relatively young and more than one year post stroke.

PRIMARY OUTCOMES

results were statistically significant for arm function (standardised mean difference (SMD) 0.53, 95% confidence intervals (CI) 0.25 to 0.81 based on seven studies with 205 participants). There were no statistically significant effects for grip strength or gait speed. We were unable to determine the effect on global motor function due to insufficient numbers of comparable studies.

SECONDARY OUTCOMES

results were statistically significant for activities of daily living (ADL) outcome (SMD 0.81, 95% CI 0.39 to 1.22 based on three studies with 101 participants); however, we were unable to pool results for cognitive function, participation restriction and quality of life or imaging studies. There were few adverse events reported across studies and those reported were relatively mild. Studies that reported on eligibility rates showed that only 34% (standard deviation (SD) 26, range 17 to 80) of participants screened were recruited.

AUTHORS' CONCLUSIONS: We found limited evidence that the use of virtual reality and interactive video gaming may be beneficial in improving arm function and ADL function when compared with the same dose of conventional therapy. There was insufficient evidence to reach conclusions about the effect of virtual reality and interactive video gaming on grip strength or gait speed. It is unclear at present which characteristics of virtual reality are most important and it is unknown whether effects are sustained in the longer term. Furthermore, there are currently very few studies evaluating the use of commercial gaming consoles (such as the Nintendo Wii).

摘要

背景

虚拟现实和交互式视频游戏已成为中风康复的新治疗方法。特别是,商业游戏机正在临床环境中迅速得到应用;然而,目前关于其有效性的信息很少。

目的

评估虚拟现实和交互式视频游戏对中风后上肢、下肢及整体运动功能的影响。

检索策略

我们检索了Cochrane中风小组试验注册库(2010年3月)、Cochrane对照试验中央注册库(《Cochrane图书馆》2010年第1期)、MEDLINE(1950年至2010年3月)、EMBASE(1980年至2010年3月)以及另外七个数据库。我们还检索了试验注册库、会议论文集、参考文献列表,并联系了该领域的主要研究人员和虚拟现实设备制造商。

选择标准

中风后成人的虚拟现实(“一种先进的人机界面形式,允许用户以自然的方式与计算机生成的环境‘交互’并‘沉浸’其中”)随机和半随机试验。感兴趣的主要结局包括:上肢功能和活动、步态和平衡功能及活动以及整体运动功能。

数据收集与分析

两位综述作者根据预先确定的纳入标准独立选择试验,提取数据并评估偏倚风险。如有需要,第三位综述作者协调分歧。作者联系了所有研究者以获取缺失信息。

主要结果

我们纳入了19项试验,涉及565名参与者。研究样本量一般较小,干预措施和结局测量方法各不相同,限制了研究之间的可比性。纳入研究中的干预方法主要是为了改善运动功能,而非认知功能或活动表现。大多数参与者相对年轻,中风后超过一年。

主要结局

基于7项涉及205名参与者的研究,手臂功能结果具有统计学意义(标准化均数差(SMD)为0.53,95%置信区间(CI)为0.25至0.81)。握力或步速没有统计学意义上的显著影响。由于可比研究数量不足,我们无法确定对整体运动功能的影响。

次要结局

基于3项涉及101名参与者的研究,日常生活活动(ADL)结局具有统计学意义(SMD为0.81,95%CI为0.39至1.22);然而,我们无法汇总认知功能、参与受限和生活质量或影像学研究的结果。各研究报告的不良事件很少,且报告的不良事件相对较轻。报告入选率的研究表明,筛选的参与者中只有34%(标准差(SD)为26,范围为17%至80%)被招募。

作者结论

我们发现有限的证据表明,与相同剂量的传统疗法相比,使用虚拟现实和交互式视频游戏可能有助于改善手臂功能和ADL功能。没有足够的证据就虚拟现实和交互式视频游戏对握力或步速的影响得出结论。目前尚不清楚虚拟现实的哪些特征最为重要,且其效果在长期内是否持续也未知。此外,目前评估商业游戏机(如任天堂Wii)使用情况的研究非常少。

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