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用于康复和残疾适应的虚拟现实格斗运动:一篇综述。

Combat sports in virtual reality for rehabilitation and disability adaptation: a mini-review.

作者信息

Li Yike, Jiang Chun, Li Hansen, Su Yuqin, Li Mengyao, Cao Yang, Zhang Guodong

机构信息

Institute of Sport Science, College of Physical Education, Southwest University, Chongqing, China.

Department of Police Tactics, Chongqing Police College, Chongqing, China.

出版信息

Front Public Health. 2025 Feb 27;13:1557338. doi: 10.3389/fpubh.2025.1557338. eCollection 2025.


DOI:10.3389/fpubh.2025.1557338
PMID:40084202
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11903427/
Abstract

This review examines the existing literature regarding the utilization of combat sports in virtual reality (VR) for disease rehabilitation and adaptive physical activity. A total of 18 studies were obtained from the Web of Science and Scopus databases. The results suggest that Boxing, the most studied combat sport in VR systems, has been primarily used to improve motor function and quality of life in patients with neurological conditions such as cerebral palsy, Parkinson's disease, and stroke. Furthermore, VR combat sports have been shown to increase energy expenditure and physical activity intensity in individuals with disabilities, proving effective in maintaining overall physical health. Notably, VR boxing produces higher energy expenditure than other activities (e.g., tennis), with heart rate (HR) and oxygen consumption (VO2) during boxing sessions consistently exceeding those observed in tennis. Overall, research in this field remains limited and further explorations are warranted.

摘要

本综述探讨了有关在虚拟现实(VR)中利用格斗运动进行疾病康复和适应性体育活动的现有文献。从科学网和Scopus数据库中总共获取了18项研究。结果表明,拳击作为VR系统中研究最多的格斗运动,主要用于改善患有脑瘫、帕金森病和中风等神经系统疾病患者的运动功能和生活质量。此外,VR格斗运动已被证明能增加残疾人士的能量消耗和身体活动强度,在维持整体身体健康方面很有效。值得注意的是,VR拳击比其他活动(如网球)产生更高的能量消耗,拳击过程中的心率(HR)和耗氧量(VO2)始终超过网球运动中的数值。总体而言,该领域的研究仍然有限,有必要进行进一步探索。

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Combat sports in virtual reality for rehabilitation and disability adaptation: a mini-review.

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引用本文的文献

[1]
Advancements in virtual reality for performance enhancement in combat sports: a mini-review and perspective.

Front Psychol. 2025-3-5

本文引用的文献

[1]
Application of immersive virtual reality in the training of wheelchair boxers: evaluation of exercise intensity and users experience additional load- a pilot exploratory study.

BMC Sports Sci Med Rehabil. 2024-4-10

[2]
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames.

Virtual Real. 2023-3-13

[3]
How Exergaming with Virtual Reality Enhances Specific Cognitive and Visuo-Motor Abilities: An Explorative Study.

Cogn Sci. 2023-4

[4]
Exercise intensity during exergaming in wheelchair-dependent persons with SCI.

Spinal Cord. 2023-6

[5]
Immersive Virtual Reality in Post-Stroke Rehabilitation: A Systematic Review.

Sensors (Basel). 2023-2-3

[6]
Systematic literature review and bibliometric analysis on virtual reality and education.

Educ Inf Technol (Dordr). 2023

[7]
Virtual Reality-Based Immersive Rehabilitation for Cognitive- and Behavioral-Impairment-Related Eating Disorders: A VREHAB Framework Scoping Review.

Int J Environ Res Public Health. 2022-5-10

[8]
Wearable Immersive Virtual Reality Device for Promoting Physical Activity in Parkinson's Disease Patients.

Sensors (Basel). 2022-4-26

[9]
Benefits of Virtual Reality Balance Training for Patients With Parkinson Disease: Systematic Review, Meta-analysis, and Meta-Regression of a Randomized Controlled Trial.

JMIR Serious Games. 2022-3-1

[10]
Harmonize: a shared environment for extended immersive entertainment.

Virtual Real. 2021-10-7

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