Mady Ann Kathlea G. Santos, Juliene Casey B. Dela Cruz, Yannah Gail O. Reyes, Kurt Russell P. Padrinao
{"title":"Video game-based therapy for stroke patients with balance problem: a scoping review","authors":"Mady Ann Kathlea G. Santos, Juliene Casey B. Dela Cruz, Yannah Gail O. Reyes, Kurt Russell P. Padrinao","doi":"10.46409/002.qroa3652","DOIUrl":null,"url":null,"abstract":"Introduction: In modern years, virtual reality has grown immensely. It is now used to provide engaging scenarios and improve adherence to therapy. Among all the types of Video Game-Based Therapy, Virtual Reality shows considerable improvement in patients with balance problems and is the most used device in stroke rehabilitation. This research’s purpose is to gather and disseminate studies that show which Video-Game Based Therapy is most efficient and widely used in terms of helping stroke patients with balance problems in clinical settings. In addition, the utilization of Video-Game Based Therapy in a clinical setting can help to motivate patients to continue with their treatment and in improving balance. \nMethods: The researchers used scoping review with the help of Joanna Briggs Institute (2020) and the scoping review framework by Arksey and O' Malley (2005), which provided an outline of the research methodology. The researchers used different databases such as PubMed, MEDLINE, CINAHL, EBSCO, and PT. The initial search retrieved a total of 2,569 articles from the databases. After removing duplicates and evaluating, 72 potential studies were identified. Using Joanna Briggs Institute extraction tool, two authors independently extracted the data, and another reviewer validated the data to ensure accuracy. Once the articles are selected, the following data are recorded in a spreadsheet. \nResults: A total of 46 reviews met the inclusion criteria. 28 articles stated that Virtual Reality is the most effective Videogame based therapy that shows significant improvements in balance and gait problems in stroke patients. It is also stated that it is most commonly used in clinical practice and was recommended in stroke guidelines. The remaining articles that researchers gathered show different Video Game Based Therapy are also effective but more expensive and it can be utilized when partnered with conventional therapy. \nDiscussion: The research retrieved articles from eligible databases. The evidence gathered has shown promising effects that benefit the functional skills and balance problem of the patients. Although data concludes that Video-Game Based Therapy does result in significant improvement, still the help of conventional treatment is needed to show positive outcomes. Keywords: video game-based therapy, stroke, balance","PeriodicalId":156633,"journal":{"name":"Philippine Journal of Physical Therapy","volume":"18 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Philippine Journal of Physical Therapy","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.46409/002.qroa3652","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Introduction: In modern years, virtual reality has grown immensely. It is now used to provide engaging scenarios and improve adherence to therapy. Among all the types of Video Game-Based Therapy, Virtual Reality shows considerable improvement in patients with balance problems and is the most used device in stroke rehabilitation. This research’s purpose is to gather and disseminate studies that show which Video-Game Based Therapy is most efficient and widely used in terms of helping stroke patients with balance problems in clinical settings. In addition, the utilization of Video-Game Based Therapy in a clinical setting can help to motivate patients to continue with their treatment and in improving balance.
Methods: The researchers used scoping review with the help of Joanna Briggs Institute (2020) and the scoping review framework by Arksey and O' Malley (2005), which provided an outline of the research methodology. The researchers used different databases such as PubMed, MEDLINE, CINAHL, EBSCO, and PT. The initial search retrieved a total of 2,569 articles from the databases. After removing duplicates and evaluating, 72 potential studies were identified. Using Joanna Briggs Institute extraction tool, two authors independently extracted the data, and another reviewer validated the data to ensure accuracy. Once the articles are selected, the following data are recorded in a spreadsheet.
Results: A total of 46 reviews met the inclusion criteria. 28 articles stated that Virtual Reality is the most effective Videogame based therapy that shows significant improvements in balance and gait problems in stroke patients. It is also stated that it is most commonly used in clinical practice and was recommended in stroke guidelines. The remaining articles that researchers gathered show different Video Game Based Therapy are also effective but more expensive and it can be utilized when partnered with conventional therapy.
Discussion: The research retrieved articles from eligible databases. The evidence gathered has shown promising effects that benefit the functional skills and balance problem of the patients. Although data concludes that Video-Game Based Therapy does result in significant improvement, still the help of conventional treatment is needed to show positive outcomes. Keywords: video game-based therapy, stroke, balance
引言:近年来,虚拟现实得到了极大的发展。它现在被用来提供引人入胜的场景,并提高对治疗的依从性。在所有类型的基于视频游戏的治疗中,虚拟现实在平衡问题患者中显示出相当大的改善,是中风康复中使用最多的设备。这项研究的目的是收集和传播研究,这些研究表明,在临床环境中,基于视频游戏的治疗在帮助中风患者平衡问题方面是最有效和广泛使用的。此外,在临床环境中使用基于视频游戏的治疗可以帮助激励患者继续他们的治疗并改善平衡。方法:研究人员在Joanna Briggs Institute(2020)和Arksey and O' Malley(2005)的范围审查框架的帮助下使用范围审查,该框架提供了研究方法的概述。研究人员使用了不同的数据库,如PubMed, MEDLINE, CINAHL, EBSCO和PT。最初的搜索从数据库中检索了总共2,569篇文章。在剔除重复项并进行评估后,确定了72项潜在研究。使用Joanna Briggs研究所的提取工具,两位作者独立提取数据,另一位审稿人验证数据以确保准确性。一旦文章被选中,以下数据将被记录在电子表格中。结果:共有46篇综述符合纳入标准。28篇文章指出,虚拟现实是基于视频游戏的最有效的治疗方法,可以显着改善中风患者的平衡和步态问题。它也被认为是临床实践中最常用的,并被推荐在中风指南中。研究人员收集的其他文章表明,不同的基于电子游戏的疗法也很有效,但更昂贵,可以与传统疗法结合使用。讨论:该研究从符合条件的数据库检索文章。收集的证据表明,有希望的效果,有利于功能技能和平衡问题的病人。尽管数据表明基于视频游戏的治疗确实能显著改善,但仍然需要传统治疗的帮助才能显示出积极的结果。关键词:电子游戏治疗,中风,平衡