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电子游戏对脑卒中患者情绪、焦虑和抑郁的疗效:一项随机对照试验的初步发现。

Efficacy of the use of video games on mood, anxiety and depression in stroke patients: preliminary findings of a randomised controlled trial.

机构信息

Department of Nursing, Red Cross University, Madrid, Spain.

Biomechanics and Bioengineering Applied to Health, Doctoral School, University of Alcalá, Madrid, Spain.

出版信息

J Neurol. 2024 Mar;271(3):1224-1234. doi: 10.1007/s00415-023-12043-z. Epub 2024 Jan 10.

Abstract

BACKGROUND

In the different published studies, there is no consensus on the efficacy of virtual reality as an adjuvant treatment of mood states.

AIM

The aim of this study is to evaluate the impact of no immersive virtual reality with the Nintendo Switch device in rehabilitation treatment on mood, anxiety and depression in stroke patients admitted to neurorehabilitation units.

METHODS

Fifty-eight patients admitted to neurorehabilitation units underwent a 1:3 multicentre randomised clinical trial. The intervention group consisted of 17 patients and the control group of 41 patients. The intervention group performed 6 virtual reality sessions together with the conventional treatment, and the control group performed only the conventional rehabilitation sessions. Primary and secondary clinical outcomes were measured before and six weeks after the intervention.

RESULTS

Comparing the intervention group and control group, the anxiety levels of the intervention group decreased compared to the results observed in the control group (p = 0.01), as did the dependence of the intervention group (0.015). On the other hand, the results obtained after the intervention by the control group for anxiety (0.479) and depression (0.292) were not statistically significant.

CONCLUSION

Rehabilitation VR used as an adjuvant treatment to conventional treatment has a beneficial impact on the neurological status and state of anxiety of stroke patients admitted to neurorehabilitation units.

TRIAL REGISTRATION

Registered in the https://clinicaltrials.gov/ repository (NTC NCT05143385). Protocol registration date 7 October 2021, retrospectively registered.

摘要

背景

在不同的已发表研究中,虚拟现实作为情绪状态的辅助治疗的疗效尚无共识。

目的

本研究旨在评估使用任天堂 Switch 设备的非沉浸式虚拟现实对神经康复病房中风患者的情绪、焦虑和抑郁的康复治疗的影响。

方法

58 名入住神经康复病房的患者进行了 1:3 的多中心随机临床试验。干预组包括 17 名患者,对照组包括 41 名患者。干预组与常规治疗一起进行了 6 次虚拟现实治疗,对照组仅进行常规康复治疗。在干预前和干预后 6 周测量主要和次要临床结果。

结果

与对照组相比,干预组的焦虑水平下降(p=0.01),干预组的依赖程度也降低(0.015)。另一方面,对照组在干预后在焦虑(0.479)和抑郁(0.292)方面的结果无统计学意义。

结论

作为常规治疗的辅助治疗,康复 VR 对入住神经康复病房的中风患者的神经状态和焦虑状态有有益的影响。

试验注册

https://clinicaltrials.gov/ 注册库中注册(NTC NCT05143385)。方案注册日期 2021 年 10 月 7 日,回溯性注册。

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