Condon Christina, Lam Wing Tung, Mosley Chiara, Gough Suzanne
Faculty of Health Sciences and Medicine, Bond University, Gold Coast, Queensland, Australia.
Faculty of Health, Psychology and Social Care, Manchester Metropolitan University, Manchester, UK.
Adv Simul (Lond). 2020 Nov 19;5(1):33. doi: 10.1186/s41077-020-00151-z.
Respiratory diseases impose an immense health burden worldwide and affect millions of people on a global scale. Reduction of exercise tolerance poses a huge health issue affecting patients with a respiratory condition, which is caused by skeletal muscle dysfunction and weakness and by lung function impairment. Virtual reality systems are emerging technologies that have drawn scientists' attention to its potential benefit for rehabilitation.
A systematic review and meta-analysis following the PRISMA guidelines was performed to explore the effectiveness of virtual reality gaming and exergaming-based interventions on individuals with respiratory conditions.
Differences between the virtual reality intervention and traditional exercise rehabilitation revealed weak to insignificant effect size for mean heart rate (standardized mean difference, SMD = 0.17; p = 0.002), peak heart rate (SMD = 0.36; p = 0.27), dyspnea (SMD = 0.32; p = 0.13), and oxygen saturation SpO (SMD = 0.26; p = 0.096). In addition, other measures were collected, however, to the heterogeneity of reporting, could not be included in the meta-analysis. These included adherence, enjoyment, and drop-out rates.
The use of VRS as an intervention can provide options for rehabilitation, given their moderate effect for dyspnea and equivalent to weak effect for mean and maximum peak HR and SpO. However, the use of virtual reality systems, as an intervention, needs further study since the literature lacks standardized methods to accurately analyze the effects of virtual reality for individuals with respiratory conditions, especially for duration, virtual reality system type, adherence, adverse effects, feasibility, enjoyment, and quality of life.
呼吸系统疾病在全球范围内造成了巨大的健康负担,影响着全球数百万人。运动耐力下降是一个严重的健康问题,影响着呼吸系统疾病患者,这是由骨骼肌功能障碍和无力以及肺功能损害引起的。虚拟现实系统是新兴技术,其潜在的康复益处已引起科学家的关注。
按照PRISMA指南进行了系统评价和荟萃分析,以探讨虚拟现实游戏和基于运动游戏的干预措施对呼吸系统疾病患者的有效性。
虚拟现实干预与传统运动康复之间的差异显示,平均心率(标准化平均差,SMD = 0.17;p = 0.002)、峰值心率(SMD = 0.36;p = 0.27)、呼吸困难(SMD = 0.32;p = 0.13)和血氧饱和度SpO(SMD = 0.26;p = 0.096)的效应量较弱至不显著。此外,还收集了其他指标,然而,由于报告的异质性,无法纳入荟萃分析。这些指标包括依从性、趣味性和退出率。
鉴于虚拟现实系统对呼吸困难有中度效果,对平均心率和最大峰值心率以及血氧饱和度有较弱效果,将其作为一种干预措施可为康复提供选择。然而,由于文献缺乏标准化方法来准确分析虚拟现实对呼吸系统疾病患者的影响,特别是对持续时间、虚拟现实系统类型、依从性、不良反应、可行性、趣味性和生活质量的影响,因此将虚拟现实系统作为一种干预措施仍需进一步研究。