Cieślik Błażej, Wrzeciono Adam, Mazurek Justyna, Federico Sara, Szczepańska-Gieracha Joanna, Kiper Pawel
Healthcare Innovation Technology Lab, IRCCS San Camillo Hospital, Venezia, Italy.
Faculty of Physiotherapy, Wroclaw University of Health and Sport Sciences, Wroclaw, Poland.
Games Health J. 2024 Dec;13(6):407-418. doi: 10.1089/g4h.2023.0109. Epub 2024 Aug 2.
Force platforms and motion capture are commonly used as feedback mechanisms in exergaming; nevertheless, their therapeutic effectiveness may vary. Therefore, the primary objective of this study was to evaluate the effectiveness of commercially available virtual reality (VR) exergaming systems on balance and functional mobility, with a supplementary analysis considering the administered dose of exergaming. The search was conducted in five databases. Commercially available exergaming platforms were classified into two categories: VR exergaming with a balance board (including Wii Balance Board) and motion capture (including Xbox Kinect). Two categories of control interventions (treatment as usual [TAU] and no treatment [NT]) were extracted. The meta-analysis was performed separately for static, dynamic, and proactive balance outcomes and for the aggregated results of all included outcomes with subgroup analysis of lower, moderate, and higher doses. In total, 28 studies with 1457 participants were included. Both exergaming systems were particularly effective in improving the single leg stance outcome. VR exergaming with motion capture was found to be more effective than TAU with a standardized mean difference (SMD) of 0.48 ( = 0.006) and NT (SMD = 0.86; = 0.02). In conclusion, commercially available VR exergaming with a motion capture feedback mechanism has demonstrated effectiveness as an intervention for balance training when compared with NT. Specifically, high doses (above 134 minutes per week) appear to be more beneficial for healthy older adults. Moreover, the findings provide some weak evidence supporting the effectiveness of VR exergaming with a balance board for improving functional mobility, particularly when compared with NT.
力平台和动作捕捉在运动游戏中通常用作反馈机制;然而,它们的治疗效果可能会有所不同。因此,本研究的主要目的是评估市售虚拟现实(VR)运动游戏系统对平衡和功能移动性的有效性,并进行一项补充分析,考虑运动游戏的使用剂量。在五个数据库中进行了检索。市售的运动游戏平台分为两类:带平衡板的VR运动游戏(包括Wii平衡板)和动作捕捉(包括Xbox Kinect)。提取了两类对照干预措施(常规治疗[TAU]和无治疗[NT])。对静态、动态和主动平衡结果以及所有纳入结果的汇总结果分别进行了荟萃分析,并对低、中、高剂量进行了亚组分析。总共纳入了28项研究,涉及1457名参与者。两种运动游戏系统在改善单腿站立结果方面都特别有效。发现带动作捕捉的VR运动游戏比TAU更有效,标准化均数差(SMD)为0.48(P = 0.006),比NT更有效(SMD = 0.86;P = 0.02)。总之,与NT相比,市售的带动作捕捉反馈机制的VR运动游戏已证明作为一种平衡训练干预措施是有效的。具体而言,高剂量(每周超过134分钟)似乎对健康的老年人更有益。此外,研究结果提供了一些微弱的证据支持带平衡板的VR运动游戏对改善功能移动性的有效性,特别是与NT相比时。