Application of virtual reality (VR) in the rehabilitation of neurological disorders: a systematic review and meta-analysis of treatment parameters.

IF 2.1 4区 医学 Q3 CLINICAL NEUROLOGY
Mingyue Xiong, Manwa L Ng, Jiadong Lv
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引用次数: 0

Abstract

Purpose: The present study evaluates the impact of virtual reality (VR) technology on balance function in patients with different neurological disorders, and explores the effects of diverse VR parameters on treatment efficacy.

Methods: A comprehensive search of PubMed, Cochrane Library, EMBASE, Web of Science, and Scopus databases was conducted up to December 15, 2024. Data from 44 studies Involving 2,019 patients were independently screened and extracted by two researchers. Risk of bias was assessed using the Cochrane Collaboration's Risk of Bias Tool, and meta-analysis was performed using RevMan 5.4.1 software. The quality of evidence was evaluated using GRADE.

Results: VR significantly improved balance ability in patients with different neurological disorders (SMD = 0.75; 95% CI: 0.62-0.87; Z = 11.96; p < 0.001), with the most pronounced effect in Parkinson's disease (SMD = 0.95; 95% CI: 0.67-1.22; Z = 6.75; p < 0.001). Significant improvements were also noted in static balance (SMD = 0.73; 95% CI: 0.42-1.04; Z = 4.59; p < 0.001), Berg Balance Scale (SMD = 0.76; 95% CI: 0.61-0.90; Z = 10.25; p < 0.001), Timed Up and Go (SMD = - 0.30; 95% CI: - 0.50 to - 0.09; Z = 2.87; p = 0.004), and Tinetti Scale (SMD = 0.53; 95% CI: 0.18-0.88; Z = 2.94; p = 0.003). However, improvements in the Activities-specific Balance Confidence scale (SMD = 0.29; 95% CI: - 0.04-0.61; Z = 1.72; p = 0.09) and Functional Reach Test scores (SMD = 0.17; 95% CI: - 0.30-0.63; Z = 0.70; p = 0.49) were not significant. Combining VR with other therapies yielded better results (SMD = 0.78; 95% CI: 0.63-0.93; Z = 10.29; p < 0.001). Treatments lasting no more than 30 min (SMD = 0.78; 95% CI: 0.63-0.94; Z = 9.73; p < 0.001) and Intervention periods not exceeding 6 weeks (SMD = 0.78; 95% CI: 0.61-0.95; Z = 9.02; p < 0.001) were more effective.

Conclusion: VR technology effectively improves balance In patients with neurological disorders. Optimal results are achieved with sessions under 30 min and intervention periods less than six weeks.

虚拟现实(VR)在神经系统疾病康复中的应用:治疗参数的系统回顾和荟萃分析。
目的:本研究评估虚拟现实(VR)技术对不同神经系统疾病患者平衡功能的影响,探讨不同VR参数对治疗效果的影响。方法:综合检索PubMed、Cochrane Library、EMBASE、Web of Science、Scopus等数据库,检索截止到2024年12月15日。来自44项研究的数据,涉及2019名患者,由两名研究人员独立筛选和提取。采用Cochrane协作的偏倚风险评估工具评估偏倚风险,采用RevMan 5.4.1软件进行meta分析。证据质量采用GRADE评价。结果:VR可显著改善不同神经系统疾病患者的平衡能力(SMD = 0.75; 95% CI: 0.62-0.87; Z = 11.96; p)结论:VR技术可有效改善神经系统疾病患者的平衡能力。最佳效果是疗程少于30分钟,干预时间少于6周。
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
Acta neurologica Belgica
Acta neurologica Belgica 医学-临床神经学
CiteScore
4.20
自引率
3.70%
发文量
300
审稿时长
6-12 weeks
期刊介绍: Peer-reviewed and published quarterly, Acta Neurologica Belgicapresents original articles in the clinical and basic neurosciences, and also reports the proceedings and the abstracts of the scientific meetings of the different partner societies. The contents include commentaries, editorials, review articles, case reports, neuro-images of interest, book reviews and letters to the editor. Acta Neurologica Belgica is the official journal of the following national societies: Belgian Neurological Society Belgian Society for Neuroscience Belgian Society of Clinical Neurophysiology Belgian Pediatric Neurology Society Belgian Study Group of Multiple Sclerosis Belgian Stroke Council Belgian Headache Society Belgian Study Group of Neuropathology
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