College of Allied Health Professions, University of Nebraska Medical Center, Omaha, NE, 68198, USA.
Department of Epidemiology, Bloomberg School of Public Health, Johns Hopkins University, Baltimore, MD, 21205, USA.
Neurol Sci. 2023 Aug;44(8):2679-2697. doi: 10.1007/s10072-023-06742-8. Epub 2023 Mar 23.
This systematic review aimed to compare the effects of immersive and non-immersive virtual reality on upper extremity function in stroke survivors by employing a network meta-analysis approach.
MEDLINE, Embase, CINAHL Plus, APA PsycINFO, and Scopus were searched. Virtual reality was used for upper extremity rehabilitation; dose-matched conventional rehabilitation was used for comparison. Fugl-Meyer Assessment was used to assess upper extremity function. Searches were limited to English language randomized controlled trials.
Two independent reviewers conducted study selection, data extraction, and quality assessment. Methodological quality was assessed using the Physiotherapy Evidence Database scale. A random-effects frequentist network meta-analysis was conducted by assuming a common random-effects standard deviation for all comparisons in the network.
Twenty randomized controlled trials with 813 participants were included, with each study evaluated as good quality. Immersive virtual reality systems were most effective at improving upper extremity function, followed by non-immersive virtual reality systems, then non-immersive gaming consoles of Microsoft Kinect and Nintendo Wii. Conventional rehabilitation was least effective. Immersive virtual reality was estimated to induce 1.39 (95% confidence interval (CI): 0.25, 2.53) and 1.38 (95% CI: 0.55, 2.20) standard mean differences of improvements in upper extremity function, compared to Nintendo Wii intervention and conventional rehabilitation, respectively.
This systematic review and network meta-analysis highlights the superior effects of immersive virtual reality to non-immersive virtual reality systems and gaming consoles on upper extremity motor recovery.
本系统评价采用网络荟萃分析方法比较沉浸式和非沉浸式虚拟现实对上肢功能的影响。
检索 MEDLINE、Embase、CINAHL Plus、APA PsycINFO 和 Scopus。使用虚拟现实进行上肢康复;使用剂量匹配的常规康复进行对照。采用 Fugl-Meyer 评估评估上肢功能。检索仅限于英语随机对照试验。
两名独立评审员进行研究选择、数据提取和质量评估。使用物理治疗证据数据库量表评估方法学质量。通过假设网络中所有比较的共同随机效应标准偏差,进行随机效应似然网络荟萃分析。
纳入 20 项随机对照试验,共 813 名参与者,每项研究均评为高质量。沉浸式虚拟现实系统在改善上肢功能方面最有效,其次是非沉浸式虚拟现实系统,然后是非沉浸式游戏控制台 Microsoft Kinect 和 Nintendo Wii。常规康复最无效。与 Nintendo Wii 干预和常规康复相比,沉浸式虚拟现实估计分别使上肢功能的改善提高了 1.39(95%置信区间:0.25,2.53)和 1.38(95%置信区间:0.55,2.20)个标准均数差。
本系统评价和网络荟萃分析强调了沉浸式虚拟现实对上肢运动恢复优于非沉浸式虚拟现实系统和游戏控制台的效果。