Effects of Virtual Reality Program on Glycated Hemoglobin, Static and Dynamic Balancing Ability, and Falls Efficacy for Diabetic Patients: A Systematic Review and Meta-Analysis

Q3 Nursing
Yi-Rang Yim, Myung-Haeng Hur
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引用次数: 0

Abstract

Purpose: We aimed to confirm the effects of virtual reality programs used for patients with diabetes on reducing blood glucose levels and improving physical function.Methods: In this systematic literature review and meta-analysis, literature was collected from various databases for randomized controlled trials published in Korean, Chinese, and English by May 2021. The search yielded 1,243 studies. Eight studies were selected for the systematic literature review, and six studies were included in the meta-analysis.Results: In the eight selected studies, a non-immersive virtual reality programs were employed as the intervention method. The effect size of the virtual reality programs on glycated hemoglobin (HbA1c) was -0.40, with no significant difference between experimental and control groups. The effect size on static balancing ability was 1.04, and the effect size on dynamic balancing ability was 2.39. The effect size on falls efficacy was 0.69, and all functional outcomes differed significantly between the experimental and control groups (p<.05). A subgroup analysis of static balancing ability was performed according to the duration of the interventional virtual reality program. When the virtual reality programs lasting for more than six weeks, shows an effect size of 1.27 for static balance ability, which was statistically significant (Z=3.32, p<.001).Conclusion: Virtual reality programs for participants with diabetes did not reduce HbA1c, but improved balance ability and falls prevention efficacy. The virtual reality program is an effective method for diabetics to be interested and consistently self-care.
虚拟现实程序对糖尿病患者糖化血红蛋白、静态和动态平衡能力以及跌倒疗效的影响:系统综述和荟萃分析
目的:我们旨在确认用于糖尿病患者的虚拟现实程序在降低血糖水平和改善身体功能方面的效果。方法:在本系统文献综述和荟萃分析中,收集了截至2021年5月以韩文、中文和英文发表的随机对照试验的文献。这项研究共获得了1243项研究。系统文献综述选取8项研究,meta分析纳入6项研究。结果:所选的8项研究均采用非沉浸式虚拟现实程序作为干预方法。虚拟现实程序对糖化血红蛋白(HbA1c)的影响量为-0.40,实验组与对照组之间无显著差异。静态平衡能力的效应量为1.04,动态平衡能力的效应量为2.39。跌倒疗效的效应量为0.69,实验组和对照组的所有功能结局均有显著差异(p< 0.05)。根据介入虚拟现实程序的持续时间进行静态平衡能力的亚组分析。当虚拟现实项目持续时间超过6周时,静态平衡能力的效应量为1.27,具有统计学意义(Z=3.32, p< 0.001)。结论:糖尿病患者的虚拟现实项目没有降低HbA1c,但提高了平衡能力和预防跌倒的效果。虚拟现实程序是糖尿病患者感兴趣和持续自我保健的有效方法。
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CiteScore
0.80
自引率
0.00%
发文量
35
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