Elhusein Amal Mohamed, Fadlalmola Hammad Ali, Awadalkareem Eltayeb Mohammed, Alhusain Ekram Yahia Mahmowd, Alnassry Soad Mohamed, Alshammari Mukhlid, Abdulrahman Elsadig Eltahir, Fadila Doaa El Sayed, Ibrahim Fatma M, Saeed Abdalrahman Abdallatif Mohmmed, Abdalla Adel, Moafa Hassan N, El-Amin Ehab I, Mamanao Daniel Mon
Nursing Department, College of Applied Medical Sciences, University of Bisha, Bisha, Saudi Arabia.
Nursing College, Department of Community Health Nursing, Taibah University, Saudi Arabia.
Belitung Nurs J. 2024 Feb 28;10(1):1-14. doi: 10.33546/bnj.3006. eCollection 2024.
Multiple sclerosis presents a significant burden, with balance disturbances impacting patients' daily living. Conventional therapies have been supplemented with technological advancements like virtual reality (VR) and exergaming, providing engaging, multisensory rehabilitation options.
This study aimed to synthesize evidence on exergaming's role in multiple sclerosis treatment, particularly to evaluate the impact of exergaming on cognitive, motor, and psychological outcomes in patients with multiple sclerosis.
A systematic review and subsequent meta-analysis design were employed. An extensive search was conducted up to June 2023 across five electronic databases - Web of Science, Scopus, PubMed, Cochrane, and EMBASE. The data extraction process from the selected studies was conducted independently. The risk of bias was assessed using the Cochrane Risk of Bias Assessment Tool 1 (ROB1) and the National Institutes of Health (NIH) assessment tool. Continuous outcomes were consolidated as mean differences (MD) with 95% confidence intervals (CIs). Meta-analyses were performed using RevMan ver. 5.4.
Out of 1,029 studies, 27 were included for meta-analysis. There were no significant differences in cognitive outcomes between the exergaming and the no-intervention group or the Conventional Physiotherapy and Rehabilitation interventions (CPRh) subgroups. However, the Symbol Digit Modalities Test (SDMT) showed a statistically significant difference in favor of exergaming in the no-intervention subgroup (MD = 5.40, 95% CI [0.08, 10.72], = 0.05). In motor outcomes, exergaming only demonstrated better results in the 6-minute walking test compared to the no-intervention group (MD = 25.53, 95% CI [6.87, 44.19], = 0.007). The Berg Balance Scale score in both studied subgroups and the Timed Up and Go (TUG) test in the no-intervention group favored exergaming. In terms of psychological outcomes, the Beck Depression Inventory did not reveal any significant differences, while the Modified Fatigue Impact Scale (MFIS) score favored exergaming in the CPRh subgroup.
Exergaming shows promise for enhancing cognitive and motor functions, motivation, adherence, and quality of life in MS patients, which is beneficial for nurses. It can be tailored to individual preferences and easily conducted at home, potentially serving as a viable alternative to traditional rehab programs, especially during relapses. However, further research is necessary to fully understand its optimal and lasting benefits.
多发性硬化症带来了巨大负担,平衡障碍影响患者的日常生活。传统疗法已通过虚拟现实(VR)和运动游戏等技术进步得到补充,提供了引人入胜的多感官康复选择。
本研究旨在综合运动游戏在多发性硬化症治疗中作用的证据,特别是评估运动游戏对多发性硬化症患者认知、运动和心理结果的影响。
采用系统评价及随后的荟萃分析设计。截至2023年6月,在五个电子数据库——科学网、Scopus、PubMed、Cochrane和EMBASE中进行了广泛检索。从选定研究中提取数据的过程是独立进行的。使用Cochrane偏倚风险评估工具1(ROB1)和美国国立卫生研究院(NIH)评估工具评估偏倚风险。连续结果合并为平均差(MD)及95%置信区间(CI)。使用RevMan 5.4版进行荟萃分析。
在1029项研究中,27项被纳入荟萃分析。运动游戏组与无干预组或传统物理治疗与康复干预(CPRh)亚组在认知结果方面无显著差异。然而,符号数字模式测验(SDMT)在无干预亚组中显示出有利于运动游戏的统计学显著差异(MD = 5.40,95% CI [0.08, 10.72],P = 0.05)。在运动结果方面,与无干预组相比,运动游戏仅在6分钟步行试验中显示出更好结果(MD = 25.53,95% CI [6.87, 44.19],P = 0.007)。两个研究亚组的伯格平衡量表得分以及无干预组的定时起立行走测试(TUG)均有利于运动游戏。在心理结果方面,贝克抑郁量表未显示任何显著差异,但改良疲劳影响量表(MFIS)得分在CPRh亚组中有利于运动游戏。
运动游戏有望增强多发性硬化症患者的认知和运动功能、动机、依从性及生活质量,这对护士有益。它可根据个人喜好进行调整且易于在家中进行,有可能成为传统康复项目的可行替代方案,尤其是在复发期间。然而,需要进一步研究以充分了解其最佳和持久益处。