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用于慢性肌肉骨骼康复的虚拟现实和增强现实:系统评价与探索性荟萃分析

Virtual and Augmented Reality for Chronic Musculoskeletal Rehabilitation: A Systematic Review and Exploratory Meta-Analysis.

作者信息

Plavoukou Theodora, Staktopoulos Pantelis, Papagiannis Georgios, Stasinopoulos Dimitrios, Georgoudis George

机构信息

Laboratory of Musculoskeletal Physiotherapy, Department of Physiotherapy, Faculty of Health and Caring Sciences, University of West Attica, Egaleo Campus, 12243 Athens, Greece.

Biomechanics Laboratory, Physiotherapy Department, University of the Peloponnese, 23100 Sparta, Greece.

出版信息

Bioengineering (Basel). 2025 Jul 8;12(7):745. doi: 10.3390/bioengineering12070745.

Abstract

Chronic musculoskeletal disorders (CMDs) represent a leading cause of global disability and diminished quality of life, and they are often resistant to conventional physiotherapy. Emerging technologies such as virtual reality (VR), augmented reality (AR), and exergaming are increasingly used to enhance rehabilitation outcomes, yet their comparative effectiveness remains unclear. To systematically evaluate the effectiveness of VR, AR, and exergaming interventions in improving pain, function, balance, and psychological outcomes among adults with CMDs. This systematic review and exploratory meta-analysis followed PRISMA 2020 guidelines and was prospectively registered (PROSPERO: CRD42024589007). A structured search was conducted in PubMed, Cochrane CENTRAL, Scopus, and PEDro (up to 1 May 2025). Eligible studies were randomized controlled trials (RCTs) involving adults (≥18 years) with CMDs receiving VR, AR, or exergaming-based rehabilitation. Risk of bias was assessed using the PEDro scale and the Downs and Black checklist. Where feasible, standardized mean differences (SMDs) for pain outcomes were pooled using a random-effects model. Thirteen RCTs ( = 881 participants) met the inclusion criteria. Interventions spanned immersive VR, AR overlays, exergaming platforms (e.g., Kinect, Wii), and motion-tracking systems. Pain, function, and quality of life improved in most studies. An exploratory meta-analysis of eight RCTs ( = 610) yielded a significant pooled effect favoring VR/AR interventions for pain reduction (SMD = -1.14; 95% CI: -1.63 to -0.75; I = 0%). Exergaming showed consistent improvements in physical performance, while immersive VR was more effective for kinesiophobia and psychological outcomes. AR was underrepresented, with only one study. Risk of bias was generally low; however, publication bias could not be excluded due to limited funnel plot power ( < 10). VR, AR, and exergaming are effective adjuncts to conventional rehabilitation for CMDs, improving pain and function with high patient adherence. Nevertheless, gaps in long-term data, economic evaluation, and modality comparison persist. Future RCTs should address these limitations through standardized, inclusive, and longitudinal design.

摘要

慢性肌肉骨骼疾病(CMDs)是全球残疾和生活质量下降的主要原因,并且它们通常对传统物理治疗有抗性。虚拟现实(VR)、增强现实(AR)和运动游戏等新兴技术越来越多地用于提高康复效果,但其相对有效性仍不明确。为了系统评价VR、AR和运动游戏干预措施对改善CMDs成人患者疼痛、功能、平衡和心理结局的有效性。本系统评价和探索性荟萃分析遵循PRISMA 2020指南,并进行了前瞻性注册(PROSPERO:CRD42024589007)。在PubMed、Cochrane CENTRAL、Scopus和PEDro(截至2025年5月1日)中进行了结构化检索。符合条件的研究为随机对照试验(RCT),涉及患有CMDs的成人(≥18岁)接受基于VR、AR或运动游戏的康复治疗。使用PEDro量表和唐斯与布莱克清单评估偏倚风险。在可行的情况下,使用随机效应模型汇总疼痛结局的标准化均数差(SMD)。13项RCT(n = 8名参与者)符合纳入标准。干预措施包括沉浸式VR、AR叠加、运动游戏平台(如Kinect、Wii)和运动追踪系统。大多数研究中疼痛、功能和生活质量均有所改善。对8项RCT(n = 610)的探索性荟萃分析产生了显著的汇总效应,支持VR/AR干预措施减轻疼痛(SMD = -1.14;95%CI:-1.63至-0.75;I² = 0%)。运动游戏在身体性能方面显示出持续改善,而沉浸式VR在运动恐惧和心理结局方面更有效。AR的研究较少,仅有一项研究。偏倚风险总体较低;然而,由于漏斗图检验效能有限(<10),不能排除发表偏倚。VR、AR和运动游戏是CMDs传统康复的有效辅助手段,可改善疼痛和功能,且患者依从性高。尽管如此,长期数据、经济评估和模式比较方面的差距仍然存在。未来的RCT应通过标准化、包容性和纵向设计来解决这些局限性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7c03/12292062/ea457a802729/bioengineering-12-00745-g001.jpg

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