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使用游戏性能测量法评估神经运动障碍儿童的上肢运动功能:一项系统综述

Using game performance measure to assess upper limb motor function in children with neuromotor disorders: a systematic review.

作者信息

Rose-Dulcina Kevin, Armand Stéphane, Cacioppo Marine

机构信息

Kinesiology Laboratory, Geneva University Hospitals and University of Geneva, Geneva, Switzerland.

Research Center of Skeletal Muscle and Movement, Geneva University and Geneva University Hospitals, Geneva, Switzerland.

出版信息

J Neuroeng Rehabil. 2025 Aug 12;22(1):177. doi: 10.1186/s12984-025-01699-5.

Abstract

BACKGROUND

Upper limb impairments affect children with neuromotor disorders, limiting daily activities and participation. Videogames (ex: virtual reality, computer-based games) have emerged as promising tools for upper limb rehabilitation, offering better engagement and effects on upper limb movements. The capacity of video games to be used for assessing upper limb function with game-based metrics has not yet been explored, and their validation remains unclear. This systematic review aims to determine if game-based metrics can serve as relevant measures to evaluate upper limb impairments in children with neuromotor disorders.

METHODS

A systematic review (PROSPERO: CRD42024550469) was conducted in PUBMED, MEDLINE, Web of Science, and Cochrane according to PRISMA guidelines. Articles published from inception to the 26th of May 2025 were screened according to inclusion/exclusion criteria and data were extracted focusing on game characteristics, outcomes measured, and their measurement properties.

RESULTS

After screening, 26 studies on 1092 articles were included. In total, 443 children, mostly with cerebral palsy (n = 394), mean age 10.1 ± 2.4 years, underwent videogames with quantitative measurements. A total of 112 upper limb game-based outcomes were identified, measured either from the game itself or external instruments. These outcomes included kinematics (60%), game scores (24%), actimetry data (10%), electromyography (5%), and kinetics (>1%). Only 3 studies reported reliability data, with test-retest reliability ranging from poor to excellent across 7 outcomes. For discriminant validity, 8 studies included control participants, assessing 20 outcomes, of which 13 demonstrated the ability to differentiate between groups. Regarding responsiveness, pre-/post-therapy component was investigated through 12 studies across 52 outcomes. Only 29 showed significant improvements after intervention. Convergent validity, explored in 6 studies, reported moderate to high correlations with clinical assessments.

CONCLUSION

The present systematic review identified a wide range of game categories and upper limb game performance outcomes, involving different instrumented tools, and covering an interesting range of gestures. Despite the relevance of the game context and the use of instrumented outcomes, there is a lack of validation. To be used as research outcomes and to guide therapies in clinical practice, important work on the measurement properties has to be done.

摘要

背景

上肢功能障碍会影响患有神经运动障碍的儿童,限制其日常活动和参与度。电子游戏(如虚拟现实、电脑游戏)已成为上肢康复的有前景的工具,能更好地促进上肢运动并产生效果。电子游戏通过基于游戏的指标评估上肢功能的能力尚未得到探索,其有效性也尚不明确。本系统评价旨在确定基于游戏的指标是否可作为评估神经运动障碍儿童上肢功能障碍的相关指标。

方法

根据PRISMA指南,在PubMed、MEDLINE、科学网和考科蓝图书馆进行了一项系统评价(PROSPERO:CRD42024550469)。对从创刊到2025年5月26日发表的文章按照纳入/排除标准进行筛选,并提取聚焦于游戏特征、测量结果及其测量属性的数据。

结果

筛选后,纳入了关于1092篇文章的26项研究。共有443名儿童,大多数患有脑瘫(n = 394),平均年龄10.1±2.4岁,接受了有定量测量的电子游戏。共确定了112项基于上肢游戏的结果,这些结果可从游戏本身或外部仪器测量得出。这些结果包括运动学(60%)、游戏得分(24%)、活动测量数据(10%)、肌电图(5%)和动力学(>1%)。只有3项研究报告了可靠性数据,7项结果的重测信度从差到优不等。对于判别效度,8项研究纳入了对照参与者,评估了20项结果,其中13项显示出区分不同组别的能力。关于反应度,通过12项研究对52项结果进行了治疗前/后的分析。只有29项在干预后显示出显著改善。在6项研究中探索的收敛效度报告了与临床评估的中度至高相关性。

结论

本系统评价确定了广泛的游戏类别和上肢游戏表现结果,涉及不同的仪器工具,并涵盖了一系列有趣的手势。尽管游戏背景和仪器测量结果具有相关性,但仍缺乏有效性验证。要用作研究结果并指导临床实践中的治疗,必须在测量属性方面开展重要工作。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3380/12344983/60e6310a6d78/12984_2025_1699_Fig1_HTML.jpg

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