Hu Yanjie, Yuan Xingzhu, Ye Peiling, Chang Chengting, Hu Yue Han, Zhang Weihua, Li Ka
West China Hospital/West China School of Nursing, Sichuan University, Chengdu, China.
School of Computer Science, Sichuan University, Chengdu, China.
JMIR Serious Games. 2023 Nov 23;11:e52022. doi: 10.2196/52022.
Virtual reality (VR) has shown promising levels of effectiveness in nursing education, pain management, and rehabilitation. However, meta-analyses have discussed the effects of VR usage in nursing unilaterally and inconsistently, and the evidence base is diffuse and varied.
We aimed to synthesize the combined evidence from meta-analyses that assessed the effects of nurses using VR technology on nursing education or patient health outcomes.
We conducted an umbrella review by searching for meta-analyses about VR intervention in clinical nursing practice on Web of Science, Embase, Cochrane, and PubMed, and in reference lists. Eligible studies were published in English between December 1, 2012, and September 20, 2023. Meta-analyses of ≤2 intervention studies and meta-analyses without 95% CI or heterogeneity data were excluded. Characteristic indicators, population information, VR intervention information, and 95% CIs were extracted. A descriptive analysis of research results was conducted to discern relationships between VR interventions and outcomes. I2 and P values were used to evaluate publication bias. AMSTAR (A Measurement Tool to Assess Systematic Reviews) 2 and the GRADE (Grading of Recommendations Assessment, Development, and Evaluation) checklist were used to appraise literature quality.
In total, 768 records were identified; 74 meta-analyses were included for review. The most reported VR study conditions were neuronursing (25/74, 34%), pediatric nursing (13/74, 18%), surgical and wound care (11/74, 15%), oncological nursing (11/74, 15%), and older adult nursing (10/74, 14%). Further, 30% (22/74) of meta-analyses reported publication bias, and 15% (11/74) and 8% (6/74) were rated as "high" based on AMSTAR 2 and the GRADE checklist, respectively. The main outcome indicators among all included meta-analyses were pain (37/214, 17.3%), anxiety (36/214, 16.8%), cognitive function (17/214, 7.9%), balance (16/214, 7.5%), depression (16/214, 7.5%), motor function (12/214, 5.6%), and participation in life (12/214, 5.6%). VR treatment for cognition, pain, anxiety, and depression was effective (all P values were <.05), while the utility of VR for improving motor function, balance, memory, and attention was controversial. Adverse effects included nausea, vomiting, and dizziness (incidence: range 4.76%-50%). The most common VR platforms were Pico VR glasses, head-mounted displays, the Nintendo Wii, and the Xbox Kinect. VR intervention duration ranged from 2 weeks to 12 months (typically ≥4 wk). VR session length and frequency ranged from 5 to 100 minutes and from 1 to 10 times per week, respectively.
VR in nursing has positive effects-relieving patients' pain, anxiety, and depression and improving cognitive function-despite the included studies' limited quality. However, applying VR in nursing to improve patients' motor function, balance, memory, and attention remains controversial. Nursing researchers need to further explore the effects and standard operation protocols of VR in clinical practice, and more high-quality research on VR in nursing is needed.
虚拟现实(VR)在护理教育、疼痛管理和康复方面已显示出颇具前景的有效性水平。然而,荟萃分析单方面且不一致地讨论了VR在护理中的应用效果,证据基础分散且多样。
我们旨在综合评估护士使用VR技术对护理教育或患者健康结局影响的荟萃分析中的综合证据。
我们通过在Web of Science、Embase、Cochrane和PubMed上搜索关于临床护理实践中VR干预的荟萃分析以及参考文献列表,进行了一项伞状综述。纳入的研究需为2012年12月1日至2023年9月20日期间发表的英文研究。排除干预研究≤2项的荟萃分析以及没有95%置信区间或异质性数据的荟萃分析。提取特征指标、人群信息、VR干预信息和95%置信区间。对研究结果进行描述性分析,以辨别VR干预与结局之间的关系。使用I²和P值评估发表偏倚。使用AMSTAR(评估系统评价的测量工具)2和GRADE(推荐分级评估、制定和评价)清单评估文献质量。
总共识别出768条记录;纳入74项荟萃分析进行综述。报道最多的VR研究领域是神经护理(25/74,34%)、儿科护理(13/74,18%)、外科和伤口护理(11/74,15%)、肿瘤护理(11/74,15%)和老年护理(10/74,14%)。此外,30%(22/74)的荟萃分析报告存在发表偏倚,分别有15%(11/74)和8%(6/74)的研究根据AMSTAR 2和GRADE清单被评为“高”质量。所有纳入的荟萃分析中的主要结局指标包括疼痛(37/214,17.3%)、焦虑(36/214,16.8%)、认知功能(17/214,7.9%)、平衡(16/214,7.5%)、抑郁(16/214,7.5%)、运动功能(12/214,5.6%)和生活参与度(12/214,5.6%)。VR治疗对认知、疼痛、焦虑和抑郁有效(所有P值均<.05),而VR对改善运动功能、平衡、记忆和注意力的效用存在争议。不良反应包括恶心、呕吐和头晕(发生率:4.76% - 50%)。最常用的VR平台是Pico VR眼镜、头戴式显示器、任天堂Wii和Xbox Kinect。VR干预持续时间从2周到12个月不等(通常≥4周)。VR每次训练时长和频率分别为5至100分钟以及每周1至10次。
尽管纳入研究的质量有限,但护理中的VR具有积极作用——缓解患者的疼痛、焦虑和抑郁并改善认知功能。然而,在护理中应用VR改善患者的运动功能、平衡、记忆和注意力仍存在争议。护理研究人员需要进一步探索VR在临床实践中的效果和标准操作方案,并且需要更多关于护理中VR的高质量研究。