应用游戏表现量表评估神经运动障碍儿童上肢运动功能:一项系统综述。

IF 5.2 2区 医学 Q1 ENGINEERING, BIOMEDICAL
Kevin Rose-Dulcina, Stéphane Armand, Marine Cacioppo
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引用次数: 0

摘要

背景:上肢损伤影响神经运动障碍儿童,限制日常活动和参与。电子游戏(例如:虚拟现实,基于电脑的游戏)已经成为上肢康复的有前途的工具,为上肢运动提供更好的参与和效果。电子游戏是否能够通过基于游戏的指标来评估上肢功能还未被探索,其有效性也尚不明确。本系统综述旨在确定基于游戏的指标是否可以作为评估神经运动障碍儿童上肢损伤的相关措施。方法:根据PRISMA指南,在PUBMED、MEDLINE、Web of Science和Cochrane进行系统评价(PROSPERO: CRD42024550469)。从开始到2025年5月26日发布的文章根据纳入/排除标准进行筛选,并提取数据,重点关注游戏特征,测量结果及其测量属性。结果:经筛选,纳入26项研究,1092篇文献。共有443名儿童(n = 394)接受了电子游戏的定量测量,其中大部分为脑瘫患者(n = 10.1±2.4岁)。总共确定了112个基于上肢游戏的结果,通过游戏本身或外部仪器进行测量。这些结果包括运动学(60%)、游戏分数(24%)、活动测量数据(10%)、肌电图(5%)和动力学(>.1 %)。只有3项研究报告了信度数据,7个结果的重测信度从差到优不等。对于判别效度,8项研究包括对照参与者,评估20项结果,其中13项显示了区分组间的能力。关于反应性,通过12项研究调查了52个结果的治疗前/治疗后成分。只有29个在干预后表现出显著改善。6项研究探讨了趋同效度,报告了与临床评估的中度至高度相关性。结论:本系统综述确定了广泛的游戏类别和上肢游戏表现结果,涉及不同的仪器工具,涵盖了一系列有趣的手势。尽管游戏情境和工具化结果的使用具有相关性,但却缺乏有效性。为了将其作为研究成果并在临床实践中指导治疗,必须对测量特性进行重要的工作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using game performance measure to assess upper limb motor function in children with neuromotor disorders: a systematic review.

Background: Upper limb impairments affect children with neuromotor disorders, limiting daily activities and participation. Videogames (ex: virtual reality, computer-based games) have emerged as promising tools for upper limb rehabilitation, offering better engagement and effects on upper limb movements. The capacity of video games to be used for assessing upper limb function with game-based metrics has not yet been explored, and their validation remains unclear. This systematic review aims to determine if game-based metrics can serve as relevant measures to evaluate upper limb impairments in children with neuromotor disorders.

Methods: A systematic review (PROSPERO: CRD42024550469) was conducted in PUBMED, MEDLINE, Web of Science, and Cochrane according to PRISMA guidelines. Articles published from inception to the 26th of May 2025 were screened according to inclusion/exclusion criteria and data were extracted focusing on game characteristics, outcomes measured, and their measurement properties.

Results: After screening, 26 studies on 1092 articles were included. In total, 443 children, mostly with cerebral palsy (n = 394), mean age 10.1 ± 2.4 years, underwent videogames with quantitative measurements. A total of 112 upper limb game-based outcomes were identified, measured either from the game itself or external instruments. These outcomes included kinematics (60%), game scores (24%), actimetry data (10%), electromyography (5%), and kinetics (>1%). Only 3 studies reported reliability data, with test-retest reliability ranging from poor to excellent across 7 outcomes. For discriminant validity, 8 studies included control participants, assessing 20 outcomes, of which 13 demonstrated the ability to differentiate between groups. Regarding responsiveness, pre-/post-therapy component was investigated through 12 studies across 52 outcomes. Only 29 showed significant improvements after intervention. Convergent validity, explored in 6 studies, reported moderate to high correlations with clinical assessments.

Conclusion: The present systematic review identified a wide range of game categories and upper limb game performance outcomes, involving different instrumented tools, and covering an interesting range of gestures. Despite the relevance of the game context and the use of instrumented outcomes, there is a lack of validation. To be used as research outcomes and to guide therapies in clinical practice, important work on the measurement properties has to be done.

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来源期刊
Journal of NeuroEngineering and Rehabilitation
Journal of NeuroEngineering and Rehabilitation 工程技术-工程:生物医学
CiteScore
9.60
自引率
3.90%
发文量
122
审稿时长
24 months
期刊介绍: Journal of NeuroEngineering and Rehabilitation considers manuscripts on all aspects of research that result from cross-fertilization of the fields of neuroscience, biomedical engineering, and physical medicine & rehabilitation.
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