University of Lahore, University Institute of Physical Therapy (UIPT), Lahore,Pakistan.
J Pak Med Assoc. 2022 May;72(5):929-934. doi: 10.47391/JPMA.2140.
To explore current evidence on the role of virtual reality and active video games in motor and executive functions compared to conventional physical therapies in cerebral palsy patients.
The systematic review was conducted at the University Institute of Physical Therapy, Lahore, Pakistan, and comprised search on MEDLINE via PubMed, Pedro and Cochrane Central related to randomised and clinical controlled trials published from 2005 to 2020. For critical appraisal of the studies, the Pedro tool was used, while methodological quality assessment was done using the Cochrane risk of bias tool.
Of the 15 articles reviewed, 14(93.3%) reported significant effect of virtual reality and active video games on motor functions. Critical appraisal found the quality of the studies from fair to high. Low risk was found in 4(26.7%) articles in terms of selection, 3(20%) allocation, 6(40%) detection, and 8(53.3%) had attrition bias. Unclear risk was reported in the performance and reporting bias domain in all the 15(100%) articles.
Virtual reality games cannot be used as a substitute for therapy, but along with the conventional physical therapy, they are very effective and produce significant changes in motor functions in cerebral palsy patients. As for executive functions, more research needs to be done to determine the impact of these games at a higher level of brain.
探索虚拟现实和积极视频游戏在脑瘫患者的运动和执行功能方面与传统物理疗法相比的作用的现有证据。
该系统评价在巴基斯坦拉合尔大学物理治疗研究所进行,包括对 2005 年至 2020 年期间发表的随机和临床对照试验的 PubMed 中的 MEDLINE、Pedro 和 Cochrane Central 进行搜索。使用 Pedro 工具对研究进行批判性评价,同时使用 Cochrane 偏倚风险工具对方法学质量进行评估。
在审查的 15 篇文章中,有 14 篇(93.3%)报告了虚拟现实和积极视频游戏对运动功能的显著影响。批判性评价发现,研究的质量从公平到高。在 4 篇(26.7%)文章中发现选择方面的低风险,3 篇(20%)文章中发现分配方面的低风险,6 篇(40%)文章中发现检测方面的低风险,8 篇(53.3%)文章中发现损耗偏倚。所有 15 篇(100%)文章的绩效和报告偏倚领域均报告了不明确的风险。
虚拟现实游戏不能替代治疗,但与传统物理疗法一起,它们在脑瘫患者的运动功能方面非常有效,并且会产生显著的变化。至于执行功能,需要进行更多的研究来确定这些游戏在更高水平的大脑中的影响。