Darabseh Mohammad Z, Badran Rahaf, Alhasan Eman Omar, Shurrab Ala'a M, Amro Anwaar A, Mohmara Yasser Alakhdar, Al Oweidat Khaled, Awwad Shorooq, Ledger Sean James, Aburub Aseel
Department of Physiotherapy, The University of Jordan, Amman, Jordan.
Department of Physiotherapy, Philadelphia University, Amman, Jordan.
J Multidiscip Healthc. 2025 Apr 24;18:2281-2292. doi: 10.2147/JMDH.S508524. eCollection 2025.
Asthma is a chronic respiratory disease that significantly impacts quality of life. Pulmonary rehabilitation has been shown to improve lung function and symptoms in asthma, but its adoption is limited due to accessibility and patient engagement challenges. Virtual reality (VR) and videogaming technologies have emerged as potential tools to enhance pulmonary rehabilitation by providing an engaging and interactive environment. This systematic review aimed to evaluate the effectiveness, feasibility, safety, and patient engagement of VR and videogaming in pulmonary rehabilitation for individuals with asthma. A comprehensive search of seven electronic databases (PubMed, Embase, CINAHL, Cochrane, AMED, SPORTDiscus and PEDro) was conducted to identify studies that included VR and videogaming interventions. Studies included participants with asthma and used VR or videogaming as part of pulmonary rehabilitation. Data extraction focused on intervention types, clinical outcomes, patient engagement, and safety. Five studies were included in the final review and involved 104 participants. The studies implemented different digital tools, including the InSpire System, and games such as "Reflex Ridge" and "Serious Games". VR and videogaming interventions improved asthma control, lung function, and exercise capacity. High levels of patient engagement and adherence were reported, with no adverse events across the trial. VR and videogaming show promise as effective, feasible, and safe tools to enhance pulmonary rehabilitation in individuals with asthma. However, the heterogeneity of studies limited the ability to draw definitive conclusions, with further research needed using standardized outcomes.
哮喘是一种严重影响生活质量的慢性呼吸道疾病。肺康复已被证明可改善哮喘患者的肺功能和症状,但由于可及性和患者参与度方面的挑战,其应用受到限制。虚拟现实(VR)和视频游戏技术已成为潜在工具,通过提供引人入胜且互动的环境来加强肺康复。本系统评价旨在评估VR和视频游戏在哮喘患者肺康复中的有效性、可行性、安全性及患者参与度。对七个电子数据库(PubMed、Embase、CINAHL、Cochrane、AMED、SPORTDiscus和PEDro)进行了全面检索,以识别包含VR和视频游戏干预的研究。研究纳入了哮喘患者,并将VR或视频游戏用作肺康复的一部分。数据提取集中在干预类型、临床结果、患者参与度和安全性方面。最终评价纳入了五项研究,涉及104名参与者。这些研究采用了不同的数字工具,包括InSpire系统,以及诸如“Reflex Ridge”和“严肃游戏”等游戏。VR和视频游戏干预改善了哮喘控制、肺功能和运动能力。据报告患者参与度和依从性较高,整个试验中未出现不良事件。VR和视频游戏有望成为增强哮喘患者肺康复的有效、可行且安全的工具。然而,研究的异质性限制了得出明确结论的能力,需要使用标准化结局进行进一步研究。