Saragih Ita Daryanti, Gervais Willy, Lamora Jean-Philippe, Batcho Charles Sebiyo, Everard Gauthier
College of Nursing, Kaohsiung Medical University, Kaohsiung, Taiwan.
Institut de formation en masso-kinésithérapie La Musse, Saint Sébastien de Morsent, France.
Disabil Rehabil. 2025 Jun;47(13):3224-3244. doi: 10.1080/09638288.2024.2415328. Epub 2024 Oct 18.
This meta-analysis aimed to quantify the effect of serious games over conventional therapy on upper-limb activity, balance, gait, fatigue, and cognitive functions in people with multiple sclerosis.
Search strategies were developed for PubMed, Embase, Cochrane Library, and Scopus. Studies were selected if participants were adults with multiple sclerosis; the intervention consisted of a virtual reality serious game-based program; the control group received conventional therapy; outcomes included upper limb activity, balance, gait, fatigue, or cognitive functions; and used a randomized controlled trial design. Data were synthesized using a standardized mean difference with a random-effects model.
From 2532 studies, seventeen trials were selected ( = 740). Overall, serious games programs effect on upper limb activity, gait, verbal memory, verbal fluency and attention seemed neutral. Balance functions appeared to be improved by semi-immersive virtual reality serious games (SMD = 0.48;95%CI = 0.12-0.84; = 0.01;I=0%), fatigue by treadmill serious games (SMD = 0.80;95%CI = 0.40-1.20; < 0.001) and visuo-spatial memory by semi-immersive virtual reality general cognitive serious games (SMD = 0.35;95%CI = 0.04-0.65; = 0.03;I=0%).
This review suggests, with a very-low-to-low certainty of evidence, that while some specific serious games may improve balance, fatigue and visuo-spatial memory, their overall effect on upper limb activity, gait, and other cognitive functions appears neutral.
本荟萃分析旨在量化严肃游戏相较于传统疗法,对多发性硬化症患者上肢活动、平衡、步态、疲劳及认知功能的影响。
针对PubMed、Embase、Cochrane图书馆及Scopus制定检索策略。纳入标准为参与者为成年多发性硬化症患者;干预措施为基于虚拟现实的严肃游戏项目;对照组接受传统疗法;结局指标包括上肢活动、平衡、步态、疲劳或认知功能;采用随机对照试验设计。使用随机效应模型的标准化均数差对数据进行综合分析。
从2532项研究中,选取了17项试验(n = 740)。总体而言,严肃游戏项目对上肢活动、步态、言语记忆、言语流畅性及注意力的影响似乎呈中性。半沉浸式虚拟现实严肃游戏似乎可改善平衡功能(标准化均数差 = 0.48;95%置信区间 = 0.12 - 0.84;P = 0.01;I² = 0%),跑步机严肃游戏可改善疲劳(标准化均数差 = 0.80;95%置信区间 = 0.40 - 1.20;P < 0.001),半沉浸式虚拟现实一般认知严肃游戏可改善视觉空间记忆(标准化均数差 = 0.35;95%置信区间 = 0.04 - 0.65;P = 0.03;I² = 0%)。
本综述表明,证据确定性极低至低,虽然一些特定的严肃游戏可能改善平衡、疲劳及视觉空间记忆,但它们对上肢活动、步态及其他认知功能的总体影响似乎呈中性。