Short- to Long-Term Effects of Virtual Reality on Motor Skill Learning in Children With Cerebral Palsy: Systematic Review and Meta-Analysis.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2023-09-12 DOI:10.2196/42067
Seyma Kilcioglu, Benoît Schiltz, Rodrigo Araneda, Yannick Bleyenheuft
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引用次数: 0

Abstract

Background: Many studies have started integrating virtual reality (VR) into neurorehabilitation for children with cerebral palsy (CP). The results of the effects of VR on motor skill learning, including the short- to long-term results of relevant studies, must be pooled in a generic framework.

Objective: This systematic review and meta-analysis aimed to investigate the short- to long-term effects of therapies including VR on motor skill learning in children with CP.

Methods: Two examiners followed the inclusion and exclusion criteria of the "Participant, Intervention, Control, and Outcome" framework. Randomized controlled trials (RCTs) and non-RCTs were considered if they compared VR-included interventions with control groups on motor functions and daily life activities in children with CP. PubMed, ScienceDirect, Embase, and IEEE Xplore databases were searched. The modified Downs and Black assessment was used to assess the methodological quality of the included studies. Meta-analyses and subgroup analyses for RCTs were conducted whenever possible.

Results: A total of 7 RCTs, 2 non-RCTs, and 258 children with CP were included. The priority focus of 78% (7/9) of the studies was upper limb functions. There was a significant short-term effect of adding VR to conventional therapies on upper limb functions when compared with conventional therapies (P=.04; standardized mean difference [SMD]=0.39, 95% CI 0.01-0.76). The overall medium- to long-term effects showed a trend toward favoring the VR group, although the difference was not statistically significant (P=.06; SMD=0.37, 95% CI -0.02 to 0.77). For balance (P=.06; SMD=1.04, 95% CI -0.04 to 2.12), gross motor functions (P=.30; SMD=2.85, 95% CI -2.57 to 8.28), and daily life activities outcomes (P=.21; SMD=0.29, 95% CI -0.16 to 0.74), the overall effect in the short term also showed a trend toward favoring the VR group, but these results were not statistically significant.

Conclusions: VR seems to have additional benefits for motor skill learning in children with CP. Studies with follow-up outcomes of VR training focusing on balance and gross motor functions in patients with CP were quite limited. Future research on balance and gross motor function outcomes should target particularly long-term results of therapies including VR on motor skill learning.

Trial registration: PROSPERO International Prospective Register of Systematic Reviews CRD42021227734; https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021227734.

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虚拟现实对脑瘫儿童运动技能学习的短期和长期影响:系统综述和荟萃分析。
背景:许多研究已经开始将虚拟现实(VR)融入脑瘫儿童的神经康复中。VR对运动技能学习影响的结果,包括相关研究的短期到长期结果,必须汇集在一个通用框架中。目的:本系统综述和荟萃分析旨在研究包括VR在内的治疗对脑瘫儿童运动技能学习的短期和长期影响。方法:两名检查者遵循“参与者、干预、控制和结果”框架的纳入和排除标准。如果随机对照试验(RCT)和非随机对照试验将包括VR的干预措施与对照组在儿童运动功能和日常生活活动方面进行比较,则考虑使用CP。检索PubMed、ScienceDirect、Embase和IEEE Xplore数据库。使用改良的Downs和Black评估来评估纳入研究的方法学质量。只要可能,就对随机对照试验进行荟萃分析和亚组分析。结果:共纳入7项随机对照试验,2项非随机对照试验和258名CP儿童。78%(7/9)的研究重点是上肢功能。与传统疗法相比,在传统疗法中加入VR对上肢功能有显著的短期影响(P=0.04;标准化平均差[SMD]=0.39,95%CI 0.01-0.76)。总体中长期影响显示出有利于VR组的趋势,尽管差异没有统计学意义(P=.06;SMD=0.37,95%CI-0.02至0.77)。对于平衡(P=.06;SMD=1.04,95%CI-0.04至2.12)、总运动功能(P=.30;SMD=2.85,95%CI-2.57至8.28)和日常生活活动结果(P=.21;SMD=0.29,95%CI-0.16至0.74),短期内的总体效果也显示出有利于VR组的趋势,但这些结果在统计学上并不显著。结论:VR似乎对CP儿童的运动技能学习有额外的好处。对关注CP患者平衡和总运动功能的VR训练的后续结果的研究相当有限。未来对平衡和总运动功能结果的研究应特别针对包括VR在内的运动技能学习疗法的长期结果。试验注册:PROSPERO国际前瞻性系统评价注册CRD42021227734;https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021227734.
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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