Effect of virtual reality-based upper limb training on activity of daily living and quality of life among stroke survivors: a systematic review and meta-analysis.

IF 5.2 2区 医学 Q1 ENGINEERING, BIOMEDICAL
Diriba Dereje Olana, Teklu Gemechu Abessa, Dheeraj Lamba, Lisa Tedesco Triccas, Bruno Bonnechere
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Abstract

Background: Stroke is a leading cause of disability worldwide, significantly impairing upper limb (UL) function and reducing patients' ability to perform activities of daily living (ADL) and quality of life (QoL). Virtual reality (VR) has emerged as a promising tool for UL rehabilitation, offering immersive and engaging environments for motor recovery. However, the effectiveness of VR, its integration with conventional therapy, and their efficacy across different stroke recovery stages remain unclear. Therefore, this systematic review and meta-analysis aimed to evaluate the effectiveness of VR-based UL interventions in improving ADL and QoL among stroke survivors.

Method: This study adhered to PRISMA guidelines and was registered on PROSPERO (CRD42023426256). A systematic search of PubMed, Scopus, and Web of Science identified randomized controlled trials (RCTs) published in English. Inclusion criteria focused on studies using immersive VR (IVR) and non-immersive VR (NIVR) interventions to assess ADL and QoL in stroke survivors. Data extraction and quality assessment were performed independently by two reviewers using the PEDro scale to assess quality. Meta-analyses were conducted to determine the efficacy. Subgroup analyses were performed to compare IVR and NIVR, VR combined with conventional therapy versus standalone VR, and potential differences between stroke recovery stages.

Result: Thirty RCTs, representing 1,661 participants, were included. Overall, VR interventions significantly improved ADL (SMD = 0.27, 95% CI [0.11; 0.43], p < 0.001) and QoL (SMD = 0.94 [0.09; 1.79], p = 0.035) compared to conventional therapy. IVR demonstrated superior outcomes for ADL compared to NIVR (SMD = 0.54 [0.13; 0.95] Vs. 0.17 [0.02; 0.36], p = 0.03). Subacute stroke survivors exhibited the most significant gains in ADL (SMD = 0.52 [0.16; 0.88], p = 0.004), compared to chronic (SMD = 0.05 [-0.36; 0.46]) or acute patients (SMD = 0.08 [-0.11; 0.27]).

Conclusion: VR interventions, particularly IVR and VR combined with conventional therapy, significantly enhance ADL and QoL in stroke survivors with moderate certainty of evidence. These findings underscore the value of VR in rehabilitation, especially during the subacute phase, but highlight the need for further research into long-term effects and implementation in low-resource settings.

基于虚拟现实的上肢训练对中风幸存者日常生活活动和生活质量的影响:一项系统回顾和荟萃分析。
背景:中风是世界范围内致残的主要原因,它显著损害上肢(UL)功能,降低患者进行日常生活活动(ADL)和生活质量(QoL)的能力。虚拟现实(VR)已经成为一种有前途的UL康复工具,为运动康复提供身临其境和引人入胜的环境。然而,VR的有效性,其与常规治疗的结合,以及它们在不同中风恢复阶段的疗效尚不清楚。因此,本系统综述和荟萃分析旨在评估基于vr的UL干预在改善脑卒中幸存者ADL和QoL方面的有效性。方法:本研究遵循PRISMA指南,在PROSPERO注册(CRD42023426256)。通过对PubMed、Scopus和Web of Science的系统搜索,确定了以英文发表的随机对照试验(RCTs)。纳入标准侧重于使用沉浸式VR (IVR)和非沉浸式VR (NIVR)干预来评估卒中幸存者的ADL和QoL的研究。数据提取和质量评估由两名评论者独立进行,使用PEDro量表评估质量。进行meta分析以确定疗效。进行亚组分析,比较IVR和NIVR, VR联合常规治疗与独立VR,以及脑卒中恢复阶段之间的潜在差异。结果:共纳入30项随机对照试验,共1,661名受试者。总体而言,VR干预显著改善了ADL (SMD = 0.27, 95% CI [0.11;结论:VR干预,特别是IVR和VR联合常规治疗,可显著提高脑卒中幸存者的ADL和QoL,证据确定性中等。这些发现强调了VR在康复中的价值,特别是在亚急性期,但也强调了在低资源环境下对长期效果和实施的进一步研究的必要性。
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
Journal of NeuroEngineering and Rehabilitation
Journal of NeuroEngineering and Rehabilitation 工程技术-工程:生物医学
CiteScore
9.60
自引率
3.90%
发文量
122
审稿时长
24 months
期刊介绍: Journal of NeuroEngineering and Rehabilitation considers manuscripts on all aspects of research that result from cross-fertilization of the fields of neuroscience, biomedical engineering, and physical medicine & rehabilitation.
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