Literature DB >> 27309680

The use of virtual reality for balance among individuals with chronic stroke: a systematic review and meta-analysis.

Jerome Iruthayarajah1, Amanda McIntyre1, Andreea Cotoi1, Steven Macaluso1,2,3, Robert Teasell1,2,3.   

Abstract

BACKGROUND: Virtual reality (VR) is becoming a popular alternative to traditional upper and lower limb rehabilitation following a stroke.
OBJECTIVE: To conduct a systematic review and meta-analysis on the effectiveness of VR interventions for improving balance in a chronic stroke (≥6 months) population. DATA SOURCES: A literature search of Pubmed, Scopus, CINAHL, Embase, Psycinfo, and Web of Science databases was conducted. STUDY SELECTION: English randomized controlled trials published up to September 2015 assessing balance with VR in chronic stroke participants. DATA EXTRACTION: Mean and standard deviations from outcome measures were extracted. Pooled standard mean differences ± standard error were calculated for the Berg Balance Scale (BBS) and the Timed Up and Go test (TUG).
RESULTS: In total, 20 studies were selected which assessed the Nintendo® Wii Fit balance board (n = 7), treadmill training and VR (n = 7), and postural training using VR (n = 6). Significant improvements were found for VR interventions evaluating the BBS (n = 12; MD = 2.94 ± 0.57; p < 0.001) and TUG (n = 13; MD = 2.49 ± 0.57; p < 0.001). Sub-analyses revealed postural VR interventions had a significant effect on BBS (n = 5) and TUG (n = 3) scores (BBS: MD = 3.82 ± 0.79; p < 0.001 and TUG: MD = 3.74 ± 0.97; p < 0.001). VR and treadmill training (n = 5) had a significant effect on TUG scores (MD = 2.15 ± 0.89, p = 0.016).
CONCLUSION: Overall, VR interventions compared to conventional rehabilitation had significant improvements. The meta-analyses also suggest that the Nintendo® Wii Fit balance board may not be effective, although further confirmatory studies are necessary. Results should be interpreted with caution due to differences in therapy intensities and effect sizes within the included studies.

Entities:  

Keywords:  Postural balance; Rehabilitation; Running; Stroke; Video games; Virtual reality exposure therapy; Walking

Mesh:

Year:  2016        PMID: 27309680     DOI: 10.1080/10749357.2016.1192361

Source DB:  PubMed          Journal:  Top Stroke Rehabil        ISSN: 1074-9357            Impact factor:   2.119


  21 in total

1.  Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation.

Authors:  Judith E Deutsch; Sarah Westcott McCoy
Journal:  Pediatr Phys Ther       Date:  2017-07       Impact factor: 3.049

2.  Effects of a social participation-focused virtual reality intervention for community-dwelling stroke survivors with physical disabilities: a randomised controlled trial protocol.

Authors:  Janita Pak Chun Chau; Suzanne Hoi Shan Lo; Alexander Yuk Lun Lau; Vivian Wing Yan Lee; Kai Chow Choi; Eddie Chi Fai Kwok; David R Thompson
Journal:  BMJ Open       Date:  2022-07-05       Impact factor: 3.006

Review 3.  Virtual Reality Rehabilitation Systems for Cancer Survivors: A Narrative Review of the Literature.

Authors:  Antonio Melillo; Andrea Chirico; Giuseppe De Pietro; Luigi Gallo; Giuseppe Caggianese; Daniela Barone; Michelino De Laurentiis; Antonio Giordano
Journal:  Cancers (Basel)       Date:  2022-06-28       Impact factor: 6.575

4.  Effect of Wii Fit Exercise With Balance and Lower Limb Muscle Strength in Older Adults: A Meta-Analysis.

Authors:  Haoyan Liu; Yu Xing; Ying Wu
Journal:  Front Med (Lausanne)       Date:  2022-05-06

5.  The efficacy of interactive, motion capture-based rehabilitation on functional outcomes in an inpatient stroke population: a randomized controlled trial.

Authors:  John Cannell; Emelyn Jovic; Amy Rathjen; Kylie Lane; Anna M Tyson; Michele L Callisaya; Stuart T Smith; Kiran Dk Ahuja; Marie-Louise Bird
Journal:  Clin Rehabil       Date:  2017-07-19       Impact factor: 3.477

6.  The effect of cerebellar transcranial direct current stimulation to improve standing balance performance early post-stroke, study protocol of a randomized controlled trial.

Authors:  Sarah B Zandvliet; Carel Gm Meskers; Rinske Hm Nijland; Andreas Daffertshofer; Gert Kwakkel; Erwin Eh van Wegen
Journal:  Int J Stroke       Date:  2019-02-13       Impact factor: 5.266

7.  The Effects of Virtual Reality Training on Function in Chronic Stroke Patients: A Systematic Review and Meta-Analysis.

Authors:  Han Suk Lee; Yoo Junk Park; Sun Wook Park
Journal:  Biomed Res Int       Date:  2019-06-18       Impact factor: 3.411

8.  Effectiveness of Virtual/Augmented Reality-Based Therapeutic Interventions on Individuals With Autism Spectrum Disorder: A Comprehensive Meta-Analysis.

Authors:  Behnam Karami; Roxana Koushki; Fariba Arabgol; Maryam Rahmani; Abdol-Hossein Vahabie
Journal:  Front Psychiatry       Date:  2021-06-23       Impact factor: 4.157

Review 9.  The Challenges and Perspectives of the Integration Between Virtual and Augmented Reality and Manual Therapies.

Authors:  Francesco Cerritelli; Marco Chiera; Marco Abbro; Valentino Megale; Jorge Esteves; Alberto Gallace; Andrea Manzotti
Journal:  Front Neurol       Date:  2021-06-30       Impact factor: 4.003

Review 10.  Potential Mechanisms of Sensory Augmentation Systems on Human Balance Control.

Authors:  Kathleen H Sienko; Rachael D Seidler; Wendy J Carender; Adam D Goodworth; Susan L Whitney; Robert J Peterka
Journal:  Front Neurol       Date:  2018-11-12       Impact factor: 4.003

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.