基于虚拟现实的康复治疗对纤维肌痛综合征患者的影响:随机临床试验的系统回顾与元分析》。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2025-04-01 Epub Date: 2025-02-05 DOI:10.1089/g4h.2023.0193
Beatriz Brea-Gómez, Laura Pérez-Gisbert, Ibán Fernández-Castro, Marie Carmen Valenza, Irene Torres-Sánchez
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引用次数: 0

摘要

目的是分析基于虚拟现实的康复(VRBR)对纤维肌痛综合征(FMS)患者的影响。本系统评价和荟萃分析遵循系统评价和荟萃分析指南的首选报告项目进行。检索截止到2023年1月在CINAHL、Medline(通过PubMed)、Scopus和Web of Science进行。入选标准包括参与者、干预措施、比较、结果和研究设计。为了评估方法学的质量,采用了改良的Downs和Black量表。偏倚风险通过Cochrane Collaboration的工具进行评估。采用RevMan软件进行meta分析。17项研究被纳入系统评价,11项研究被纳入荟萃分析。我们获得了VRBR对FMS影响的显著差异(标准化平均差异或SMD: -0.49;95%置信区间或CI: -0.72至-0.26),疼痛强度(SMD: -0.50;95% CI: -0.87至-0.12),疲劳(SMD: -0.55, 95% CI: -0.89至-0.22),抑郁(SMD: -0.39;95% CI: -0.55至-0.23),焦虑(SMD: -0.36;95% CI: -0.57至-0.14),健康相关生活质量(SMD: 0.56;95% CI: 0.29 ~ 0.83)、健康感知(MD平均差值:10.56;95% CI: 6.23 ~ 14.88),功能性运动能力(SMD: 0.60;95% CI: 0.33 ~ 0.87)和身体功能(MD: 10.90;95% CI: 7.04 ~ 14.77)。在运动恐惧症方面没有发现显著差异。VRBR可显著改善FMS症状、生活质量和身体状况。VRBR单独应用或与其他干预措施联合应用效果良好。VRBR优于常规治疗。采用专用VRBR,效果较好。需要更多的研究来确定如何实施这种治疗,并研究VRBR对随访的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of Virtual Reality-Based Rehabilitation in the Treatment of Patients with Fibromyalgia Syndrome: A Systematic Review and Meta-Analysis of Randomized Clinical Trials.

The aim was to analyze the effects of virtual reality-based rehabilitation (VRBR) in patients with fibromyalgia syndrome (FMS). This systematic review and meta-analysis was performed following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. A search was conducted in CINAHL, Medline (via PubMed), Scopus, and Web of Science up to January 2023. Eligibility criteria were defined with Participants, Interventions, Comparisons, Outcomes, and Study design. To assess the methodological quality, the modified Downs and Black scale was used. The risk of bias was assessed through The Cochrane Collaboration's tool. Meta-analysis was performed using RevMan software. Seventeen studies were included in the systematic review and 11 in the meta-analysis. We obtained significant differences in favor of VRBR for FMS impact (standardized mean difference or SMD: -0.49; 95% confidence interval or CI: -0.72 to -0.26), pain intensity (SMD: -0.50; 95% CI: -0.87 to -0.12), fatigue (SMD: -0.55, 95% CI: -0.89 to -0.22), depression (SMD: -0.39; 95% CI: -0.55 to -0.23), anxiety (SMD: -0.36; 95% CI: -0.57 to -0.14), health-related quality of life (SMD: 0.56; 95% CI: 0.29 to 0.83), health perception (mean difference or MD:10.56; 95% CI: 6.23 to 14.88), functional exercise capacity (SMD: 0.60; 95% CI: 0.33 to 0.87), and physical function (MD: 10.90; 95% CI: 7.04 to 14.77). No significant differences were found for kinesiophobia. VRBR significantly improves FMS symptoms, quality of life, and physical condition. VRBR applied alone or combined with other interventions shows good results. VRBR was superior to treatment as usual. Better results were obtained when specialized VRBR was used. More research is needed to determine how to implement this treatment and to study VRBR effects on follow-up.

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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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