Literature DB >> 24188913

The effectiveness of virtual reality interventions in improving balance in adults with impaired balance compared with standard or no treatment: a systematic review and meta-analysis.

Vicky Booth1, Tahir Masud, Louise Connell, Fiona Bath-Hextall.   

Abstract

OBJECTIVE: To evaluate whether virtual reality interventions, including interactive gaming systems, are effective at improving balance in adults with impaired balance.
DESIGN: Systematic review and meta-analysis of randomized control trials.
METHODS: Studies were identified from electronic databases (CENTRAL, MEDLINE, EMBASE, AMED, CINAHL, PyschINFO, PyschBITE, OTseeker, Ei Compendex, and Inspec) searched to November 2011, and repeated in November 2012. Two reviewers selected studies meeting inclusion criteria and quality of included studies assessed using a Joanna Briggs Institute appraisal tool. Data was pooled and a meta-analysis completed. The systematic review was reported following guidance of the PRISMA statement.
RESULTS: A total of 251 articles were screened. Eight randomized control trials were included. These studies presented the results of 239 participants, with various aetiologies, and used a variety of virtual reality systems. The number of falls was documented in only one included study. Meta-analysis was completed on data from the Berg Balance Scale, walking speed, 30 second sit-to-stand test, and Timed Up and Go Test, and favoured standard therapy when compared with standard plus virtual reality interventions.
CONCLUSIONS: There was a notable inconsistency in the outcome measures, experimental, and control interventions used within the included studies. The pooled results of the studies showed no significant difference. Therefore this review cannot support nor refute the use of virtual reality interventions, rather than conventional physiotherapy, to improve balance in adults with impaired balance.

Entities:  

Keywords:  Adults; balance; impaired balance; interactive gaming systems; systematic review; virtual reality

Mesh:

Year:  2013        PMID: 24188913     DOI: 10.1177/0269215513509389

Source DB:  PubMed          Journal:  Clin Rehabil        ISSN: 0269-2155            Impact factor:   3.477


  15 in total

1.  Is physiotherapy integrated virtual walking effective on pain, function, and kinesiophobia in patients with non-specific low-back pain? Randomised controlled trial.

Authors:  Gul Deniz Yilmaz Yelvar; Yasemin Çırak; Murat Dalkılınç; Yasemin Parlak Demir; Zeynep Guner; Ayşenur Boydak
Journal:  Eur Spine J       Date:  2016-12-15       Impact factor: 3.134

2.  Transient visual perturbations boost short-term balance learning in virtual reality by modulating electrocortical activity.

Authors:  Steven M Peterson; Estefania Rios; Daniel P Ferris
Journal:  J Neurophysiol       Date:  2018-07-25       Impact factor: 2.714

3.  Utility of a Three-Dimensional Interactive Augmented Reality Program for Balance and Mobility Rehabilitation in the Elderly: A Feasibility Study.

Authors:  Dal Jae Im; Jeunghun Ku; Yeun Joon Kim; Sangwoo Cho; Yun Kyung Cho; Teo Lim; Hye Sun Lee; Hyun Jung Kim; Youn Joo Kang
Journal:  Ann Rehabil Med       Date:  2015-06-30

Review 4.  Virtual reality using games for improving physical functioning in older adults: a systematic review.

Authors:  Karina Iglesia Molina; Natalia Aquaroni Ricci; Suzana Albuquerque de Moraes; Monica Rodrigues Perracini
Journal:  J Neuroeng Rehabil       Date:  2014-11-15       Impact factor: 4.262

5.  The effectiveness of virtual reality training in reducing the risk of falls among elderly people.

Authors:  Magdalena Sylwia Kamińska; Agnieszka Miller; Iwona Rotter; Aleksandra Szylińska; Elżbieta Grochans
Journal:  Clin Interv Aging       Date:  2018-11-14       Impact factor: 4.458

6.  Therapists' perceptions of social media and video game technologies in upper limb rehabilitation.

Authors:  Sandy K Tatla; Navid Shirzad; Keith R Lohse; Naznin Virji-Babul; Alison M Hoens; Liisa Holsti; Linda C Li; Kimberly J Miller; Melanie Y Lam; H F Machiel Van der Loos
Journal:  JMIR Serious Games       Date:  2015-03-10       Impact factor: 4.143

Review 7.  Specialist Bibliographic Databases.

Authors:  Armen Yuri Gasparyan; Marlen Yessirkepov; Alexander A Voronov; Vladimir I Trukhachev; Elena I Kostyukova; Alexey N Gerasimov; George D Kitas
Journal:  J Korean Med Sci       Date:  2016-02-23       Impact factor: 2.153

8.  Evaluating the Benefits of Aphasia Intervention Delivered in Virtual Reality: Results of a Quasi-Randomised Study.

Authors:  Jane Marshall; Tracey Booth; Niamh Devane; Julia Galliers; Helen Greenwood; Katerina Hilari; Richard Talbot; Stephanie Wilson; Celia Woolf
Journal:  PLoS One       Date:  2016-08-12       Impact factor: 3.240

9.  Effect of affordable technology on physical activity levels and mobility outcomes in rehabilitation: a protocol for the Activity and MObility UsiNg Technology (AMOUNT) rehabilitation trial.

Authors:  Leanne Hassett; Maayken van den Berg; Richard I Lindley; Maria Crotty; Annie McCluskey; Hidde P van der Ploeg; Stuart T Smith; Karl Schurr; Maggie Killington; Bert Bongers; Kirsten Howard; Stephane Heritier; Leanne Togher; Maree Hackett; Daniel Treacy; Simone Dorsch; Siobhan Wong; Katharine Scrivener; Sakina Chagpar; Heather Weber; Ross Pearson; Catherine Sherrington
Journal:  BMJ Open       Date:  2016-06-06       Impact factor: 2.692

10.  Usability Test of Exercise Games Designed for Rehabilitation of Elderly Patients After Hip Replacement Surgery: Pilot Study.

Authors:  Yun Ling; Louis P Ter Meer; Zerrin Yumak; Remco C Veltkamp
Journal:  JMIR Serious Games       Date:  2017-10-12       Impact factor: 4.143

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