严肃游戏对多发性硬化症患者康复的效果优于传统疗法--系统回顾和荟萃分析。

IF 2.1 4区 医学 Q1 REHABILITATION
Disability and Rehabilitation Pub Date : 2025-06-01 Epub Date: 2024-10-18 DOI:10.1080/09638288.2024.2415328
Ita Daryanti Saragih, Willy Gervais, Jean-Philippe Lamora, Charles Sebiyo Batcho, Gauthier Everard
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引用次数: 0

摘要

目的:本荟萃分析旨在量化严肃游戏与传统疗法相比对多发性硬化症患者上肢活动、平衡、步态、疲劳和认知功能的影响:在 PubMed、Embase、Cochrane Library 和 Scopus 上制定了搜索策略。如果研究对象为成年多发性硬化症患者;干预措施包括基于虚拟现实的严肃游戏项目;对照组接受常规治疗;结果包括上肢活动、平衡、步态、疲劳或认知功能;并采用随机对照试验设计,则该研究将被选中。数据采用随机效应模型的标准化平均差进行综合:结果:从 2532 项研究中筛选出 17 项试验(n = 740)。总体而言,严肃游戏程序对上肢活动、步态、语言记忆、语言流畅性和注意力的影响似乎是中性的。半沉浸式虚拟现实严肃游戏似乎改善了平衡功能(SMD = 0.48;95%CI = 0.12-0.84;p=0.01;I2=0%),跑步机严肃游戏改善了疲劳(SMD = 0.80;95%CI = 0.40-1.20;p=0.03;I2=0%):本综述以很低到很低的证据确定性表明,虽然某些特定的严肃游戏可以改善平衡、疲劳和视觉空间记忆,但它们对上肢活动、步态和其他认知功能的总体影响似乎是中性的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effect of serious games over conventional therapy in the rehabilitation of people with multiple sclerosis - a systematic review and meta-analysis.

Purpose: This meta-analysis aimed to quantify the effect of serious games over conventional therapy on upper-limb activity, balance, gait, fatigue, and cognitive functions in people with multiple sclerosis.

Materials and methods: Search strategies were developed for PubMed, Embase, Cochrane Library, and Scopus. Studies were selected if participants were adults with multiple sclerosis; the intervention consisted of a virtual reality serious game-based program; the control group received conventional therapy; outcomes included upper limb activity, balance, gait, fatigue, or cognitive functions; and used a randomized controlled trial design. Data were synthesized using a standardized mean difference with a random-effects model.

Results: From 2532 studies, seventeen trials were selected (n = 740). Overall, serious games programs effect on upper limb activity, gait, verbal memory, verbal fluency and attention seemed neutral. Balance functions appeared to be improved by semi-immersive virtual reality serious games (SMD = 0.48;95%CI = 0.12-0.84;p = 0.01;I2=0%), fatigue by treadmill serious games (SMD = 0.80;95%CI = 0.40-1.20;p < 0.001) and visuo-spatial memory by semi-immersive virtual reality general cognitive serious games (SMD = 0.35;95%CI = 0.04-0.65;p = 0.03;I2=0%).

Conclusion: This review suggests, with a very-low-to-low certainty of evidence, that while some specific serious games may improve balance, fatigue and visuo-spatial memory, their overall effect on upper limb activity, gait, and other cognitive functions appears neutral.

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来源期刊
Disability and Rehabilitation
Disability and Rehabilitation 医学-康复医学
CiteScore
5.00
自引率
9.10%
发文量
415
审稿时长
3-6 weeks
期刊介绍: Disability and Rehabilitation along with Disability and Rehabilitation: Assistive Technology are international multidisciplinary journals which seek to encourage a better understanding of all aspects of disability and to promote rehabilitation science, practice and policy aspects of the rehabilitation process.
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