Bonnechère Bruno, Jansen Bart, Omelina Lubos, Van Sint Jan Serge
aLaboratory of Anatomy, Biomechanics and Organogenesis (LABO), Université Libre de Bruxelles bDepartment of Electronics and Informatics - ETRO, Vrije Universiteit Brussel, Brussels cDepartment of Future Health, iMinds, Ghent, Belgium dInstitute of Computer Science and Mathematics, Slovak University of Technology, Bratislava, Slovakia.
Int J Rehabil Res. 2016 Dec;39(4):277-290. doi: 10.1097/MRR.0000000000000190.
The aim of this paper was to investigate the effect of commercial video games (VGs) in physical rehabilitation of motor functions. Several databases were screened (Medline, SAGE Journals Online, and ScienceDirect) using combinations of the following free-text terms: commercial games, video games, exergames, serious gaming, rehabilitation games, PlayStation, Nintendo, Wii, Wii Fit, Xbox, and Kinect. The search was limited to peer-reviewed English journals. The beginning of the search time frame was not restricted and the end of the search time frame was 31 December 2015. Only randomized controlled trial, cohort, and observational studies evaluating the effect of VGs on physical rehabilitation were included in the review. A total of 4728 abstracts were screened, 275 were fully reviewed, and 126 papers were eventually included. The following information was extracted from the selected studies: device type, number and type of patients, intervention, and main outcomes. The integration of VGs into physical rehabilitation has been tested for various pathological conditions, including stroke, cerebral palsy, Parkinson's disease, balance training, weight loss, and aging. There was large variability in the protocols used (e.g. number of sessions, intervention duration, outcome measures, and sample size). The results of this review show that in most cases, the introduction of VG training in physical rehabilitation offered similar results as conventional therapy. Therefore, VGs could be added as an adjunct treatment in rehabilitation for various pathologies to stimulate patient motivation. VGs could also be used at home to maintain rehabilitation benefits.
本文旨在研究商业视频游戏(VG)在运动功能物理康复中的作用。使用以下自由文本术语组合对多个数据库(Medline、SAGE在线期刊和ScienceDirect)进行了筛选:商业游戏、视频游戏、健身游戏、严肃游戏、康复游戏、PlayStation、任天堂、Wii、Wii Fit、Xbox和Kinect。搜索仅限于同行评审的英文期刊。搜索时间范围的起始点不受限制,截止点为2015年12月31日。该综述仅纳入了评估VG对物理康复作用的随机对照试验、队列研究和观察性研究。共筛选了4728篇摘要,对275篇进行了全面评审,最终纳入126篇论文。从所选研究中提取了以下信息:设备类型、患者数量和类型、干预措施以及主要结果。已针对各种病理状况测试了将VG整合到物理康复中的效果,包括中风、脑瘫、帕金森病、平衡训练、减肥和衰老。所使用的方案存在很大差异(例如疗程数量、干预持续时间、结果测量和样本量)。该综述结果表明,在大多数情况下,在物理康复中引入VG训练与传统疗法的效果相似。因此,VG可作为辅助治疗添加到各种病理状况的康复中,以激发患者的积极性。VG也可在家中使用,以维持康复效果。