Park Bom-Mi, Choi Heejung, Jeong Harim
Department of Nursing, Research Institute (RIBHS), College of Biomedical & Health Science, Konkuk University, Chungju-si 27478, Republic of Korea.
Department of Nursing, Chungcheong University, Cheongju-si 28171, Republic of Korea.
Healthcare (Basel). 2025 Jul 29;13(15):1845. doi: 10.3390/healthcare13151845.
: Falls are recognized as a leading cause of injury, with approximately one in ten incidents resulting in physical injury. Although virtual reality (VR)-based interventions have been explored for fall prevention, systematic reviews and meta-analyses remain limited. This study aimed to assess research trends and evaluate the effectiveness of VR-based fall prevention through a systematic review and meta-analysis. : This review was conducted following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. A comprehensive literature search was carried out in PubMed, EBMASE, Cumulative Index to Nursing and Allied Health Literature (CINAHL), Cochrane Library, and Korean databases from their inception through 31 December 2024. A total of 49 studies met the inclusion criteria, and a meta-analysis was conducted on 37 studies with available data using "R" 4.4.1 software. Effect sizes (ESs) and 95% confidence intervals (CIs) were calculated for key outcomes. : The VR-based interventions showed a statistically significant positive effect on falls self-efficacy, as measured by the Falls Efficacy Scale (FES) (ES = 0.28, 95% CI: 0.17-0.39, < 0.001). However, no significant reduction was observed in the number of falls (ES = -0.31, 95% CI: -0.80-0.17, = 0.20). Subgroup analysis by participant medical condition for the FES revealed the largest effects in the Parkinson's disease (PD) group (ES = 0.61), followed by the multiple sclerosis (MS) (ES = 0.34), the "other" group (ES = 0.25), and "healthy" participants (ES = 0.24). A statistically significant reduction in the number of falls was observed only in the MS group (ES = -0.56). : VR-based interventions are effective in improving falls self-efficacy, particularly among individuals with neurological conditions, such as Parkinson's disease and multiple sclerosis. However, evidence for a reduction in actual fall incidence remains limited. Further large-scale, long-term studies are needed to evaluate the sustained impact of VR interventions on fall prevention outcomes.
跌倒被认为是受伤的主要原因,约十分之一的跌倒事件会导致身体受伤。尽管基于虚拟现实(VR)的干预措施已被用于预防跌倒,但系统评价和荟萃分析仍然有限。本研究旨在通过系统评价和荟萃分析评估研究趋势并评估基于VR的跌倒预防效果。
本评价遵循系统评价和荟萃分析的首选报告项目(PRISMA)指南进行。在PubMed、EBMASE、护理及相关健康文献累积索引(CINAHL)、Cochrane图书馆以及韩国数据库中进行了全面的文献检索,检索时间从各数据库创建至2024年12月31日。共有49项研究符合纳入标准,使用“R”4.4.1软件对37项有可用数据的研究进行了荟萃分析。计算关键结局的效应量(ES)和95%置信区间(CI)。
基于VR的干预措施对跌倒自我效能感有统计学意义的积极影响,通过跌倒效能感量表(FES)测量(ES = 0.28,95% CI:0.17 - 0.39,P < 0.001)。然而,跌倒次数没有显著减少(ES = -0.31,95% CI:-0.80 - 0.17,P = 0.20)。按参与者健康状况对FES进行亚组分析显示,帕金森病(PD)组的效应最大(ES = 0.61),其次是多发性硬化症(MS)组(ES = 0.34)、“其他”组(ES = 0.25)和“健康”参与者(ES = 0.24)。仅在MS组观察到跌倒次数有统计学意义的减少(ES = -0.56)。
基于VR的干预措施在提高跌倒自我效能感方面是有效的,特别是在患有帕金森病和多发性硬化症等神经系统疾病的个体中。然而,实际跌倒发生率降低的证据仍然有限。需要进一步的大规模、长期研究来评估VR干预对跌倒预防结局的持续影响。
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