Effectiveness of Active Video Games Used to Augment Physical Therapy for Improving Gross Motor Outcomes of Children with Cerebral Palsy: A Systematic Review and Meta-Analysis.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Shivangi Bajpai, Pegah Firouzeh, Lesley Pritchard
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Abstract

Background: Active video games may be beneficial for improving gross motor outcomes when used to augment traditional physical therapy for children and youth with cerebral palsy (CP). However, their effectiveness for improving gross motor outcomes is unclear. The purpose of this systematic review and meta-analysis was to determine the effectiveness of active video game interventions combined with physical therapy compared to physical therapy alone for improving gross motor outcomes for children with CP. Materials and Methods: MEDLINE, CINAHL, Scopus, EMBASE (Ovid), PsycINFO, and SPORTDiscus databases were searched for relevant literature published prior to January 27, 2023. Eligible studies (a) were published in English, (b) used a randomized study design comparing active video games plus physical therapy to physical therapy alone, (c) included children and/or adolescents with CP (aged 5-18 years), and (d) measured gross motor outcomes. Included articles were assessed for bias (Cochrane risk-of-bias tool-version 2) (RoB-2), outcomes across studies were evaluated for evidence certainty using Grading of Recommendations Assessment, Development, and Evaluation (GRADE), and meta-analyses were conducted on outcomes when at least two studies used the same outcome measure. Results: Twelve articles met the inclusion criteria. Very low certainty evidence supported the use of active video games as an augmentative intervention for improving gross motor function (Z = 3.33; P < 0.001). Meta-analyses focused on other gross motor outcomes (i.e., balance and walking speed/distance) were not statistically significant. Conclusion: Active video games may be beneficial in combination with regular physical therapy for improving gross motor function. However, current evidence is weak, and high-quality research is required.

主动视频游戏用于增强物理治疗以改善脑瘫儿童大肌肉运动结果的有效性:系统回顾和荟萃分析。
背景:积极的电子游戏可能有利于改善大肌肉运动的结果,当用于儿童和青少年脑瘫(CP)的传统物理治疗时。然而,它们对改善大肌肉运动结果的有效性尚不清楚。本系统综述和荟萃分析的目的是确定主动视频游戏干预联合物理治疗与单独物理治疗相比对改善CP儿童大肌肉运动结果的有效性。材料和方法:检索MEDLINE, CINAHL, Scopus, EMBASE (Ovid), PsycINFO和SPORTDiscus数据库,检索2023年1月27日之前发表的相关文献。符合条件的研究(a)以英语发表,(b)采用随机研究设计,比较积极的电子游戏加物理治疗与单独的物理治疗,(c)包括患有CP的儿童和/或青少年(5-18岁),(d)测量大肌肉运动结果。纳入的文章进行偏倚评估(Cochrane风险-偏倚工具版本2)(rob2),使用分级推荐评估、发展和评价(GRADE)对研究结果进行证据确定性评估,当至少两项研究使用相同的结果测量方法时,对结果进行荟萃分析。结果:12篇文章符合纳入标准。非常低确定性的证据支持使用主动视频游戏作为改善大肌肉运动功能的辅助干预(Z = 3.33;P < 0.001)。其他大肌肉运动结果(即平衡和步行速度/距离)的荟萃分析没有统计学意义。结论:积极的电子游戏可能有利于与常规物理治疗相结合,以改善大运动功能。然而,目前的证据不足,需要进行高质量的研究。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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