Department of Physical Education and Physiotherapy, Opole University of Technology, Poland.
J Rehabil Med. 2020 Nov 19;52(11):jrm00121. doi: 10.2340/16501977-2755.
To analyse the effectiveness of virtual reality-based interventions within several fields of rehabilitation, and to investigate whether the outcomes of virtual reality-based interventions, in terms of upper or lower limb function, gait and balance, differ with respect to the virtual reality system used.
A search of PubMed database resulted in an initial total of 481 records. Of these, 27 articles were included in the study. A final total of 20 articles, with neurological, orthoapedic, geriatric or paediatric patients, published between 2012 and 2019, were included in the study. Two independent reviewers selected potentially relevant articles based on the inclusion criteria for full-text reading. They extracted data, and evaluated the methodological quality of each study.
Seventeen studies were included in the meta¬ -analysis. Eight studies analysed upper limb function, with no significant evidence that specialized VR is superior to conventional treatment. Regarding FuglMeyer scale results, the effect of specialized virtual reality therapy was found to be significantly better than conventional treatment. No significant differences between specialized VR and conventional treatment were observed in effects on hand dexterity and gait. There was a significant difference in effects on balance in favour of specialized virtual reality as compared to conventional treatment. Gaming virtual reality was significantly better than conventional treatment for upper limb function, but not for hand dexterity, gait and balance.
Use of specialized virtual reality and gaming virtual reality can be advantageous for treatment of the upper extremity, but not for hand dexterity and gait in all pathologies considered. Specialized virtual reality can improve balance in neurological patients.
分析虚拟现实干预在多个康复领域的有效性,并探讨基于虚拟现实的干预在上下肢功能、步态和平衡方面的结果是否因所使用的虚拟现实系统而有所不同。
在 PubMed 数据库中进行搜索,最初共获得 481 条记录。其中,27 篇文章被纳入研究。最终,共有 20 篇文章纳入研究,涉及神经科、骨科、老年科或儿科患者,发表时间为 2012 年至 2019 年。两名独立的审查员根据纳入标准对可能相关的文章进行全文阅读选择。他们提取数据,并评估了每项研究的方法学质量。
17 项研究被纳入荟萃分析。8 项研究分析了上肢功能,没有证据表明专门的虚拟现实优于常规治疗。就 Fugl-Meyer 量表结果而言,专门的虚拟现实治疗的效果明显优于常规治疗。在手部灵巧性和步态方面,专门的虚拟现实与常规治疗之间的效果没有显著差异。专门的虚拟现实在平衡方面的效果明显优于常规治疗。游戏虚拟现实在改善上肢功能方面明显优于常规治疗,但对手部灵巧性、步态和平衡没有影响。
专门的虚拟现实和游戏虚拟现实的使用可能有利于治疗上肢,但对于所有考虑的病理情况,对手部灵巧性和步态没有影响。专门的虚拟现实可以改善神经系统疾病患者的平衡。