| Literature DB >> 27445739 |
Wei-Peng Teo1, Makii Muthalib2, Sami Yamin3, Ashlee M Hendy4, Kelly Bramstedt5, Eleftheria Kotsopoulos6, Stephane Perrey7, Hasan Ayaz8.
Abstract
In the last decade, virtual reality (VR) training has been used extensively in video games and military training to provide a sense of realism and environmental interaction to its users. More recently, VR training has been explored as a possible adjunct therapy for people with motor and mental health dysfunctions. The concept underlying VR therapy as a treatment for motor and cognitive dysfunction is to improve neuroplasticity of the brain by engaging users in multisensory training. In this review, we discuss the theoretical framework underlying the use of VR as a therapeutic intervention for neurorehabilitation and provide evidence for its use in treating motor and mental disorders such as cerebral palsy, Parkinson's disease, stroke, schizophrenia, anxiety disorders, and other related clinical areas. While this review provides some insights into the efficacy of VR in clinical rehabilitation and its complimentary use with neuroimaging (e.g., fNIRS and EEG) and neuromodulation (e.g., tDCS and rTMS), more research is needed to understand how different clinical conditions are affected by VR therapies (e.g., stimulus presentation, interactivity, control and types of VR). Future studies should consider large, longitudinal randomized controlled trials to determine the true potential of VR therapies in various clinical populations.Entities:
Keywords: EEG; fNIRS; neuroplasticity; neurorehabilitation; tDCS; virtual reality therapy
Year: 2016 PMID: 27445739 PMCID: PMC4919322 DOI: 10.3389/fnhum.2016.00284
Source DB: PubMed Journal: Front Hum Neurosci ISSN: 1662-5161 Impact factor: 3.169
Examples of recent systematic reviews and meta-analyses demonstrating the effects of VR in neurorehabilitation of stroke, PD and CP.
| Author and year | Study aims | Studies included and sample ( | Study outcomes | Points of discussion |
|---|---|---|---|---|
| Compared the effects of virtual reality on arm function, walking speed and independence in managing daily activities after stroke versus an alternative intervention or no intervention. | 37 studies ( | 12 studies found improved arm function. | Low sample size in most studies. | |
| 4 studies found improved walking speed. | Some studies reported pain, headaches or dizziness in small number of participants, but no adverse events overall. | |||
| 8 studies found slight improvements in activities of daily living. | Low quality evidence for arm function. | |||
| Very low quality evidence for walking ability, global motor function and independence in performing daily activities. | ||||
| The quality of the evidence for each outcome was limited due to small numbers of study participants, inconsistent results across studies and poor reporting of study details. | ||||
| Compared the effects of VR-based rehabilitation on gait, balance and mobility versus standard therapy. | 15 studies ( | Significant improvements in walking speed, balance, and mobility. | Substituting some or all of a standard rehabilitation regimen with VR training provides greater benefits in walking speed, balance, and mobility. | |
| Significant improvements in mobility if VR training was combined with standard therapy. | Although the benefits are small, the cost of administering VR is also small particularly when patient demand is high in a clinic setting. | |||
| Insufficient evidence to support to use of combined VR and standard therapy on balance and walking speed. | ||||
| Compared the effects of VR interventions on lower extremity rehabilitation. | 11 studies ( | High heterogeneity in study designs. | VR interventions (more than 10 sessions) may have a positive impact on lower limb function. | |
| Small sample sizes. Mean sample size of 20 per study. | Multimodal approach (i.e., a combination of VR and conventional therapy) may elicit greater results. | |||
| Studies were ranked between 4 and 7 points (out of 10) on the PEDro scale. | Adaptability of software seemed to adapt better to patient’s requirements, allowing for individualized treatments. | |||
| Compared the effects of custom built virtual games and commercially available gaming systems. | 26 studies ( | Only 4 studies used commercial games while 20 studies used custom built virtual games. | VR intervention improves outcomes compared to conventional therapies. | |
| Mean PEDro score for all studies was 5.42 ± 1.6 (out of 10). | Small samples and few number of studies in commercial games limits the assessment of potential benefits. | |||
| Methodological limitations of studies include subject, experimenter and therapist blinding, small sample size, and difficulty in determining a dose-response effect. | ||||
| Significant improvements in body function and activity outcomes. | ||||
| Compared the effects of exergaming on static and dynamic balance in older adults and PD. | 11 studies ( | 9 studies showed a significant improvement in static balance and postural control in healthy aging individuals. | Few studies in PD and small sample size limits the interpretation of the effectiveness of exergaming in PD. | |
| 2 studies found a significant improvement in static balance and postural control people with PD. | Evidence found in this meta-analysis supports the use of exergaming as an adjunctive tool to improve balance and postural control. | |||
| Studies were ranked between 4 and 8 points (out of 10) on the PEDro scale. | ||||
| Examined the safety, feasibility and effectiveness of exergaming in people with PD. | 7 studies ( | Only 2 studies addressed patient safety. No objective measures (such as falls or near falls) or subjective measures (patient’s perception) were recorded in any studies. | While the effectiveness and feasibility are often measured, more research is required to establish the safety, particularly in home-based VR therapy. | |
| Only 1 study recorded gameplay experience. Good levels of motivation during game play were reported although difficulties with the fast pace and cognitive complexity of some games were raised. | The use of commercial games may be too difficult for some people with PD, and exergames that tailor specifically to the needs and capabilities of patients may be more effective. | |||
| Exergaming was found to be just as effective as standard physical therapy for improving clinical measures of balance and cognition even up to 60 days post-intervention. | ||||
| Systematic review of various interventions to improve postural control in children with CP | 45 studies ( | 4 studies investigated the use of VR on postural control. | The systematic review provided conflicting evidence of VR on postural control and gait. | |
| 2 studies were rated weak in study conduct while 2 had a strong study design. | Due to the preliminary nature of these studies, it is difficult to truly ascertain if indeed the use of VR had any effects on postural control and gait. | |||
| 3 studies showed improvements in balance, while 2 study showed improvements in walking capacity. | ||||
| Examined the effects of virtual gaming on upper extremity function in children with CP | 14 studies ( | 3 RCTs, 2 cohort studies, 7 case studies and 2 single-subject design studies. | The use of VR may be highly applicable in a pediatric population. | |
| For 3 RCTs, no difference was found between VR therapy and conventional therapy. | Small sample size and the lack of large RCT is a limiting factor in interpreting the results. | |||
| Overall upper extremity function was significantly improved after VR therapy. | ||||
| Strongest effects of VR was shown in younger children, custom-built systems in the home or laboratory setting. | ||||
Examples of systematic reviews and meta-analyses demonstrated the use of VR in treating PTSD and anxiety disorders.
| Author and year | Study aims | Studies included and sample (n) | Study outcomes | Points of discussion |
|---|---|---|---|---|
| Examined the efficacy of internet-based CBT and expressive writing in people with PTSD vs. waitlist or active controls. | 20 studies ( | Internet-based CBT are showed medium to large effect sizes compared to passive controls, but not against active controls receiving face-to-face CBT with therapist. | Internet-based CBT may be just as beneficial as conventional CBT. | |
| Due to large variability in outcome measures of included studies, subgroup analyses was limited. | ||||
| A systematic review of the efficacy of VR exposure therapy in the treatment of PTSD vs. waitlist or active controls. | 10 studies ( | Patients in VR exposure therapy showed insignificantly better results compared to waitlist controls, but no differences was observed when compared to exposure therapy. | Preliminary evidence suggests that VR exposure therapy is just as efficacious as conventional CBT. | |
| Majority of VR exposure therapy used head-mounted displays and customized virtual environment specific to the condition. | Studies included did not use intent-to-treat analysis or did not state concomitant treatments and/or comorbidities. | |||
| No difference in dropout rates between VR therapy and conventional CBT. | ||||
| Anxiety disorder | ||||
| Treatment efficacy of VR exposure therapy vs. conventional CBT in anxiety disorders vs. active controls. | 23 studies ( | VR therapy was significantly better than waitlist controls. | The use of VR exposure therapy may be a viable option. | |
| Similar improvements were observed between VR and conventional CBT therapy. | There is a future need to determine the use of VR exposure therapy to other forms of VR therapies targeted at anxiety disorders. | |||
| Similar improvements in outcome measures were maintained over time in both the VR and conventional CBT groups. | No measure of dropout rates in studies reviewed. | |||
| Examined the effects of VR in anxiety disorders vs. waitlist or conventional CBT controls. | 13 studies ( | VR therapy was more efficacious that waitlist or active control. | VR exposure therapy was highly effective in treating anxiety disorders. | |
| Significant improvements were observed in subjective distress, cognitive and behavioral measures, and psychophysiological measures. | Behavioral avoidance tests should be administered to assess the impact of treatment on anxiety-provoking situations and generalization to the real world. | |||
| VR therapy was more effective than | ||||
| Non-significant trend toward a dose-response relationship was observed between number of sessions and outcome measures. | ||||