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系统评价严重游戏和可穿戴技术在创伤性骨和软组织损伤患者康复中的应用效果。

Systematic Review on the Effects of Serious Games and Wearable Technology Used in Rehabilitation of Patients With Traumatic Bone and Soft Tissue Injuries.

机构信息

Department of Surgery, Academic Medical Center, Amsterdam, The Netherlands.

Trauma Unit, Department of Surgery, Academic Medical Center, Amsterdam, The Netherlands.

出版信息

Arch Phys Med Rehabil. 2018 Sep;99(9):1890-1899. doi: 10.1016/j.apmr.2017.10.018. Epub 2017 Nov 11.

DOI:10.1016/j.apmr.2017.10.018
PMID:29138050
Abstract

OBJECTIVE

To assess the effects on functional outcomes and treatment adherence of wearable technology and serious games (ie, interactive computer applications with specific purposes useful in the "real world") currently used in physical rehabilitation of patients after traumatic bone and soft tissue injuries.

DATA SOURCES

PubMed, EMBASE, Cochrane Library, and Current Index to Nursing and Allied Health Literature were searched without publication date restrictions for the terms wearable, serious game, videogame or mobile application, and rehabilitation, exercise therapy, and physiotherapy.

STUDY SELECTION

The search yielded 2704 eligible articles, which were screened by 2 independent reviewers. Studies comparing serious games to standard therapy were included.

DATA EXTRACTION

Methodology and results of the studies were critically appraised in conformity with Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines.

DATA SYNTHESIS

Twelve articles were included, all of which tested "off-the-shelf" games. No studies on "wearable-controlled" games or games specifically developed for rehabilitation could be included. Medical conditions included postoperative rehabilitation and acute traumatic injuries. All studies were of low to moderate quality. Only 2 studies found beneficial effects of serious games compared to conventional therapy. One of 3 studies reporting pain scores found beneficial effects of serious games compared to physiotherapy. One of 5 trials reporting treatment adherence found a statistically significant advantage in the game group compared to conventional physiotherapy. Because of heterogeneity in study design and outcome measures, pooling of data was not possible.

CONCLUSIONS

Serious games seem a safe alternative or addition to conventional physiotherapy after traumatic bone and soft tissue injuries. Future research should determine their validity and effectiveness in rehabilitation therapy, next to their cost-effectiveness and effect on treatment adherence.

摘要

目的

评估可穿戴技术和严肃游戏(即具有特定用途的交互式计算机应用程序,在“现实世界”中有用)在创伤性骨和软组织损伤后患者的物理康复中的应用对功能结果和治疗依从性的影响。

资料来源

无发表日期限制地在 PubMed、EMBASE、Cochrane 图书馆和当前护理与联合健康文献索引中搜索了“可穿戴、严肃游戏、视频游戏或移动应用程序”和“康复、运动疗法和物理疗法”等术语。

研究选择

搜索结果产生了 2704 篇合格文章,由 2 名独立评审员进行筛选。纳入了比较严肃游戏与标准治疗的研究。

资料提取

根据系统评价和荟萃分析的首选报告项目准则,批判性地评估了研究的方法和结果。

资料综合

纳入了 12 篇文章,所有这些文章都测试了“现成”游戏。没有纳入针对康复专门开发的“可穿戴控制”游戏或游戏的研究。所包括的医学病症包括术后康复和急性创伤性损伤。所有研究的质量均为低至中等。只有 2 项研究发现严肃游戏与常规治疗相比具有有益效果。在报告疼痛评分的 3 项研究中有 1 项发现严肃游戏与物理疗法相比具有有益效果。在报告治疗依从性的 5 项试验中有 1 项发现游戏组与常规物理治疗相比具有统计学上的显著优势。由于研究设计和结果测量的异质性,无法进行数据合并。

结论

严肃游戏似乎是创伤性骨和软组织损伤后常规物理治疗的一种安全替代或补充方法。未来的研究应确定它们在康复治疗中的有效性和有效性,以及它们的成本效益和对治疗依从性的影响。

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