Virtual reality based rehabilitation in adults with chronic neck pain: a systematic review and meta-analysis of randomized clinical trials

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
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引用次数: 0

Abstract

Chronic neck pain is one of the most frequent musculoskeletal disorders, with high prevalence worldwide. Rehabilitation is an essential component of therapeutic strategy. Virtual reality based rehabilitation (VRBR) is a powerful distraction technique that could be beneficial for chronic neck pain patients. The objective of this systematic review was to analyse the effectiveness of VRBR in chronic neck pain treatment. We followed the PRISMA guidelines and used four databases (CINAHL, Medline (Via PubMed), Scopus and Web of Science) from their inception to August 2023. Eligibility criteria were established using PICOS. Methodological quality was evaluated with the Downs and Black scale and the risk of bias with the Revised Cochrane risk-of-bias tool. The meta-analysis was performed using the RevMan software. Six studies were included in the systematic review and the meta-analysis. We observed significant differences in favour of VRBR for pain intensity (SMD = − 0.46; 95% CI = − 0.74, − 0.19; p = 0.001), disability (MD = − 2.84; 95% CI = − 4.23, − 1.45; p < 0.0001), global perceived effect (MD = 0.49; 95% CI = 0.25, 0.72; p < 0.0001) and patient satisfaction (MD = 0.62; 95% CI = 0.38, 0.86; p < 0.00001). However, at short-term follow-up significant differences were only obtained for disability (MD = − 3.52; 95% CI = − 5.85, − 1.20; p = 0.003). VRBR can significantly improve pain intensity, disability, global perceived effect and patient satisfaction. The small number of articles included in the analysis is a limitation, even considering the good methodological quality of these studies. Investigating the effects of VRBR on mid and long-term follow-up and exploring different types of VR are needed.

PROSPERO database, registration number ID: CRD42020222129.

基于虚拟现实技术的成人慢性颈部疼痛康复治疗:随机临床试验的系统回顾和荟萃分析
摘要 慢性颈部疼痛是最常见的肌肉骨骼疾病之一,在全世界的发病率都很高。康复是治疗策略的重要组成部分。基于虚拟现实的康复疗法(VRBR)是一种强大的分散注意力技术,可为慢性颈痛患者带来益处。本系统性综述旨在分析虚拟现实康复技术在慢性颈痛治疗中的有效性。我们遵循 PRISMA 指南,使用了四个数据库(CINAHL、Medline(通过 PubMed)、Scopus 和 Web of Science),时间跨度从开始到 2023 年 8 月。采用 PICOS 制定了资格标准。方法学质量采用唐斯和布莱克量表进行评估,偏倚风险采用修订版科克伦偏倚风险工具进行评估。荟萃分析使用 RevMan 软件进行。系统综述和荟萃分析共纳入了六项研究。我们观察到,在疼痛强度(SMD = - 0.46; 95% CI = - 0.74, - 0.19; p = 0.001)、残疾(MD = - 2.84; 95% CI = - 4.23, - 1.45; p <0.0001)、总体感知效果(MD = 0.49; 95% CI = 0.25, 0.72; p <0.0001)和患者满意度(MD = 0.62; 95% CI = 0.38, 0.86; p <0.00001)。然而,在短期随访中,只有在残疾方面存在显著差异(MD = - 3.52; 95% CI = - 5.85, - 1.20; p = 0.003)。VRBR 可以明显改善疼痛强度、残疾程度、整体感知效果和患者满意度。即使考虑到这些研究的方法质量较高,纳入分析的文章数量较少也是一个限制因素。需要对 VRBR 的中长期随访效果进行调查,并探索不同类型的 VR。PROSPERO 数据库,注册编号 ID:CRD42020222129。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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