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虚拟现实对骨质疏松症或骨质减少症患者的有效性:一项随机对照试验的系统评价和荟萃分析。

The effectiveness of virtual reality in people with osteoporosis or osteopenia: a systematic review and meta-analysis of randomized controlled trials.

作者信息

He Shunxia, Dong Shiqiu, Lin Xiaoguang, Wang Zhijie, Diao Yuzi, Gao Xiao

机构信息

Heilongjiang University of Chinese Medicine, Harbin, China.

Heilongjiang Nursing College, Harbin, China.

出版信息

Front Physiol. 2025 Jul 2;16:1612882. doi: 10.3389/fphys.2025.1612882. eCollection 2025.


DOI:10.3389/fphys.2025.1612882
PMID:40671710
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC12263551/
Abstract

BACKGROUND: Osteoporosis is a global bone disease, and drug therapy carries the risk of side effects, requiring exploration of safe and effective alternative therapies. Virtual reality (VR) has shown potential in rehabilitation medicine, but its efficacy in the management of osteoporosis and osteopenia has not been systematically evaluated. METHOD: Using PubMed, Embase, the Cochrane Library, and Web of Science, we conducted a comprehensive database search to identify randomized controlled trials (RCTs) investigating the effects of VR on osteoporosis and bone loss. Trials published up to 30 March 2025 met our predefined inclusion and exclusion criteria. We extracted data, reviewed the literature. We assessed the methodological quality of the included trials and the certainty of the pooled evidence. Meta-analyses were performed using StataSE version 16. RESULTS: Our meta-analysis included 216 patients from 5 RCTs. All cases included in our study adopted the non-immersive VR intervention approach. Femoral neck bone mineral density (BMD) (standardized mean difference [SMD] = 0.77, 95% confidence interval [CI] = 0.35-1.19, P < 0.0001, I = 0%), balance (SMD = 2.58, 95% CI = 1.10-4.05, P = 0.001, I = 91.2%) and mobility (SMD = 1.63, 95% CI = 0.14-3.13, P = 0.032, I = 93.7%) were improved compared to the control group. However, lumbar BMD (SMD = 0.39, 95% CI: -0.02, 0.80, P = 0.062, I = 0%) and quality of life (QOL) (SMD = 2.50, 95% CI: -2.15, 7.16, P = 0.292, I = 97.4%) were not significantly improved compared to the control group. None of the included studies reported adverse events or safety data. CONCLUSION: This systematic evaluation provides valuable evidence for the management of osteoporosis and osteopenia through VR. However, given the overall low and very low level of evidence, the results need to be treated with caution. In the future, VR may be a potential treatment for osteoporosis and osteopenia. SYSTEMATIC REVIEW REGISTRATION: https://www.crd.york.ac.uk/PROSPERO/view/CRD420251023178, PROSPERO, identifier CRD420251023178.

摘要

背景:骨质疏松症是一种全球性的骨骼疾病,药物治疗存在副作用风险,需要探索安全有效的替代疗法。虚拟现实(VR)在康复医学中已显示出潜力,但其在骨质疏松症和骨质减少管理中的疗效尚未得到系统评估。 方法:我们使用PubMed、Embase、Cochrane图书馆和Web of Science进行了全面的数据库检索,以识别研究VR对骨质疏松症和骨质流失影响的随机对照试验(RCT)。截至2025年3月30日发表的试验符合我们预先定义的纳入和排除标准。我们提取数据、回顾文献。我们评估了纳入试验的方法学质量和汇总证据的确定性。使用StataSE 16版进行荟萃分析。 结果:我们的荟萃分析纳入了来自5项RCT的216名患者。我们研究中纳入的所有病例均采用非沉浸式VR干预方法。与对照组相比,股骨颈骨密度(标准化均数差[SMD]=0.77,95%置信区间[CI]=0.35-1.19,P<0.0001,I=0%)、平衡能力(SMD=2.58,95%CI=1.10-4.05,P=0.001,I=91.2%)和活动能力(SMD=1.63,95%CI=0.14-3.13,P=0.032,I=93.7%)均得到改善。然而,与对照组相比,腰椎骨密度(SMD=0.39,95%CI:-0.02,0.80,P=0.062,I=0%)和生活质量(QOL)(SMD=2.50,95%CI:-2.15,7.16,P=0.292,I=97.4%)没有显著改善。纳入的研究均未报告不良事件或安全数据。 结论:这项系统评价为通过VR管理骨质疏松症和骨质减少提供了有价值的证据。然而,鉴于总体证据水平较低和非常低,结果需要谨慎对待。未来,VR可能是骨质疏松症和骨质减少的一种潜在治疗方法。 系统评价注册:https://www.crd.york.ac.uk/PROSPERO/view/CRD420251023178,PROSPERO,标识符CRD420251023178 。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/02da/12263551/7268644bbe22/fphys-16-1612882-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/02da/12263551/311f6794691c/fphys-16-1612882-g001.jpg
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https://cdn.ncbi.nlm.nih.gov/pmc/blobs/02da/12263551/7268644bbe22/fphys-16-1612882-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/02da/12263551/311f6794691c/fphys-16-1612882-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/02da/12263551/973a13d2e1fe/fphys-16-1612882-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/02da/12263551/4559c286afce/fphys-16-1612882-g003.jpg
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https://cdn.ncbi.nlm.nih.gov/pmc/blobs/02da/12263551/7268644bbe22/fphys-16-1612882-g005.jpg

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本文引用的文献

[1]
The Effects of Virtual Reality-Based Task-Oriented Movement on Upper Extremity Function in Healthy Individuals: A Crossover Study.

Medicina (Kaunas). 2025-4-4

[2]
Immersive Technologies in Healthcare: An In-Depth Exploration of Virtual Reality and Augmented Reality in Enhancing Patient Care, Medical Education, and Training Paradigms.

J Prim Care Community Health. 2024

[3]
Immersive and Nonimmersive Virtual Reality-Assisted Active Training in Chronic Musculoskeletal Pain: Systematic Review and Meta-Analysis.

J Med Internet Res. 2024-8-19

[4]
Gamified Exercise with Kinect: Can Kinect-Based Virtual Reality Training Improve Physical Performance and Quality of Life in Postmenopausal Women with Osteopenia? A Randomized Controlled Trial.

Sensors (Basel). 2024-6-1

[5]
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JMIR Public Health Surveill. 2024-4-5

[6]
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Rheumatol Int. 2024-6

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Sci Rep. 2024-3-20

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The effect of virtual reality technology on anti-fall ability and bone mineral density of the elderly with osteoporosis in an elderly care institution.

Eur J Med Res. 2023-6-29

[10]
Virtual Reality Exergaming Capability to Change Muscle Strategy During the Limits of Stability Test and Reduce Fear of Falling in Primary Osteoporotic Women.

Games Health J. 2023-8

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