Laver Kate E, Lange Belinda, George Stacey, Deutsch Judith E, Saposnik Gustavo, Crotty Maria
Department of Rehabilitation, Aged and Extended Care, Flinders University, Level 1, C Block, Repatriation General Hospital, Daws Road, Daw Park, Adelaide, South Australia, Australia, 5041.
Cochrane Database Syst Rev. 2017 Nov 20;11(11):CD008349. doi: 10.1002/14651858.CD008349.pub4.
BACKGROUND: Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. OBJECTIVES: Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events. SEARCH METHODS: We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists. 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 outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance 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 review authors contacted investigators to obtain missing information. MAIN RESULTS: We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large number of randomised controlled trials, the evidence remains mostly low quality when rated using the GRADE system. Control groups usually received no intervention or therapy based on a standard-care approach. PRIMARY OUTCOME: results were not statistically significant for upper limb function (standardised mean difference (SMD) 0.07, 95% confidence intervals (CI) -0.05 to 0.20, 22 studies, 1038 participants, low-quality evidence) when comparing virtual reality to conventional therapy. However, when virtual reality was used in addition to usual care (providing a higher dose of therapy for those in the intervention group) there was a statistically significant difference between groups (SMD 0.49, 0.21 to 0.77, 10 studies, 210 participants, low-quality evidence). SECONDARY OUTCOMES: when compared to conventional therapy approaches there were no statistically significant effects for gait speed or balance. Results were statistically significant for the activities of daily living (ADL) outcome (SMD 0.25, 95% CI 0.06 to 0.43, 10 studies, 466 participants, moderate-quality evidence); however, we were unable to pool results for cognitive function, participation restriction, or quality of life. Twenty-three studies reported that they monitored for adverse events; across these studies there were few adverse events and those reported were relatively mild. AUTHORS' CONCLUSIONS: We found evidence that the use of virtual reality and interactive video gaming was not more beneficial than conventional therapy approaches in improving upper limb function. Virtual reality may be beneficial in improving upper limb function and activities of daily living function when used as an adjunct to usual care (to increase overall therapy time). There was insufficient evidence to reach conclusions about the effect of virtual reality and interactive video gaming on gait speed, balance, participation, or quality of life. This review found that time since onset of stroke, severity of impairment, and the type of device (commercial or customised) were not strong influencers of outcome. There was a trend suggesting that higher dose (more than 15 hours of total intervention) was preferable as were customised virtual reality programs; however, these findings were not statistically significant.
背景:虚拟现实和交互式视频游戏已成为近期中风康复的治疗方法,尤其是商业游戏机,已在临床环境中迅速得到应用。这是对2011年首次发表、2015年再次发表的Cochrane系统评价的更新。 目的:主要目的:确定与替代干预措施或不干预相比,虚拟现实对上肢功能和活动的疗效。次要目的:确定与替代干预措施或不干预相比,虚拟现实对以下方面的疗效:步态和平衡、整体运动功能、认知功能、活动受限、参与受限、生活质量和不良事件。 检索方法:我们检索了Cochrane中风小组试验注册库(2017年4月)、CENTRAL、MEDLINE、Embase以及另外七个数据库。我们还检索了试验注册库和参考文献列表。 入选标准:中风后成人虚拟现实(“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”)的随机和半随机试验。感兴趣的主要结局是上肢功能和活动。次要结局包括步态和平衡以及整体运动功能。 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。必要时,第三位综述作者协调分歧。综述作者联系研究者以获取缺失信息。 主要结果:我们纳入了72项试验,涉及2470名参与者。本综述除了上一版综述中纳入的研究外,还包括35项新研究。研究样本量一般较小,干预措施在治疗目标和所使用的虚拟现实设备方面各不相同。由于报告不佳,许多研究中的偏倚风险尚不清楚。因此,虽然有大量随机对照试验,但使用GRADE系统评级时,证据质量大多较低。对照组通常不接受干预或基于标准护理方法的治疗。 主要结局:将虚拟现实与传统疗法进行比较时,上肢功能的结果无统计学意义(标准化均数差(SMD)0.07,95%置信区间(CI)-0.05至0.20,22项研究,1038名参与者,低质量证据)。然而,当虚拟现实与常规护理一起使用时(为干预组提供更高剂量的治疗),两组之间存在统计学显著差异(SMD 0.49,0.21至0.77,10项研究,210名参与者,低质量证据)。 次要结局:与传统治疗方法相比,步态速度或平衡无统计学显著影响。日常生活活动(ADL)结局有统计学显著结果(SMD 0.25,95%CI 0.06至0.43,10项研究,466名参与者,中等质量证据);然而,我们无法汇总认知功能、参与受限或生活质量的结果。23项研究报告称他们监测了不良事件;在这些研究中,不良事件很少,且报告的不良事件相对较轻。 作者结论:我们发现证据表明,在改善上肢功能方面,使用虚拟现实和交互式视频游戏并不比传统治疗方法更有益。当作为常规护理的辅助手段使用时(以增加总体治疗时间),虚拟现实可能有助于改善上肢功能和日常生活活动功能。关于虚拟现实和交互式视频游戏对步态速度、平衡、参与或生活质量的影响,没有足够的证据得出结论。本综述发现,中风发病后的时间、损伤严重程度以及设备类型(商业或定制)对结局的影响不大。有一个趋势表明,较高剂量(总干预时间超过15小时)以及定制的虚拟现实程序可能更可取;然而,这些发现没有统计学意义。
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