Literature DB >> 31078706

Exercise-based games interventions at home in individuals with a neurological disease: A systematic review and meta-analysis.

Anaick Perrochon1, Benoit Borel2, Dan Istrate3, Maxence Compagnat4, Jean-Christophe Daviet4.   

Abstract

OBJECTIVE: The objective of this review was to summarize the current best evidence for the effectiveness, feasibility, user compliance and safety of exercise-based games (EBGs), including virtual reality and interactive video game interventions, for the rehabilitation of individuals with neurological disorders at home.
MATERIAL AND METHODS: We identified randomized controlled trials (RCT) evaluating the effects of EBGs in neurological patients in home settings by searching 3 electronic databases (MEDLINE, SCOPUS, CENTRAL Library) from inception to March 2018. All data pertaining to participants, interventions, outcomes, supervision and cost-effectiveness were independently extracted by 2 reviewers. Risk of bias was independently assessed by 2 reviewers.
RESULTS: Reports of 11 RCT studies with heterogeneous populations (i.e., stroke, Parkinson disease and multiple sclerosis) were included in the review. The treatment of experimental groups included EBGs (i.e., commercially available games such as Nintendo Wii or Dance Dance Revolution or custom-designed devices), and control groups received a controlled (i.e., conventional therapy) or uncontrolled (i.e., usual care) intervention. Across studies, EBGs at home tended to have limited effects on upper and lower limbs. We demonstrated an increased risk of participants dropping out of the program or discontinuing training in experimental groups (n=51 participants) as compared with controls (n=23 participants). Few adverse events (2 of 6 studies), such as minor musculoskeletal pain, were reported in balance training.
CONCLUSIONS: This systematic review reveals that EBGs seem a relevant alternative for rehabilitation at home because the effectiveness of these interventions was at least equivalent to conventional therapy or usual care. We give recommendations for the development of new EBG therapies.
Copyright © 2019 Elsevier Masson SAS. All rights reserved.

Entities:  

Keywords:  Home; Interactive video game; Neurological disorders; Rehabilitation; Virtual reality

Mesh:

Year:  2019        PMID: 31078706     DOI: 10.1016/j.rehab.2019.04.004

Source DB:  PubMed          Journal:  Ann Phys Rehabil Med        ISSN: 1877-0657


  9 in total

1.  At-Home Training With a Rhythmic Video Game for Improving Orofacial, Manual, and Gait Abilities in Parkinson's Disease: A Pilot Study.

Authors:  Frédéric Puyjarinet; Valentin Bégel; Christian Geny; Valérie Driss; Marie-Charlotte Cuartero; Valérie Cochen De Cock; Serge Pinto; Simone Dalla Bella
Journal:  Front Neurosci       Date:  2022-06-13       Impact factor: 5.152

Review 2.  An sEMG-Controlled Forearm Bracelet for Assessing and Training Manual Dexterity in Rehabilitation: A Systematic Review.

Authors:  Selena Marcos-Antón; María Dolores Gor-García-Fogeda; Roberto Cano-de-la-Cuerda
Journal:  J Clin Med       Date:  2022-05-31       Impact factor: 4.964

3.  The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) - a cross-sectional randomized study.

Authors:  Andréa Fernanda Leal; Talita Dias da Silva; Priscila Bianchi Lopes; Shayan Bahadori; Luciano Vieira de Araújo; Murillo Vinicius Brandão da Costa; Íbis Ariana Peña de Moraes; Ricardo Henrique Marques; Tania Brusque Crocetta; Luiz Carlos de Abreu; Carlos Bandeira de Mello Monteiro
Journal:  J Neuroeng Rehabil       Date:  2020-04-29       Impact factor: 4.262

Review 4.  Non-Immersive Virtual Reality for Rehabilitation of the Older People: A Systematic Review into Efficacy and Effectiveness.

Authors:  Roberta Bevilacqua; Elvira Maranesi; Giovanni Renato Riccardi; Valentina Di Donna; Paolo Pelliccioni; Riccardo Luzi; Fabrizia Lattanzio; Giuseppe Pelliccioni
Journal:  J Clin Med       Date:  2019-11-05       Impact factor: 4.241

Review 5.  Effect of home-based virtual reality training and telerehabilitation on balance in individuals with Parkinson disease, multiple sclerosis, and stroke: a systematic review and meta-analysis.

Authors:  Steven Truijen; Auwal Abdullahi; Danique Bijsterbosch; Eline van Zoest; Maaike Conijn; Yonglan Wang; Nele Struyf; Wim Saeys
Journal:  Neurol Sci       Date:  2022-02-17       Impact factor: 3.830

6.  Altered effective connectivity in the emotional network induced by immersive virtual reality rehabilitation for post-stroke depression.

Authors:  Jia-Jia Wu; Mou-Xiong Zheng; Xu-Yun Hua; Dong Wei; Xin Xue; Yu-Lin Li; Xiang-Xin Xing; Jie Ma; Chun-Lei Shan; Jian-Guang Xu
Journal:  Front Hum Neurosci       Date:  2022-08-02       Impact factor: 3.473

Review 7.  Measured and Perceived Effects of Upper Limb Home-Based Exergaming Interventions on Activity after Stroke: A Systematic Review and Meta-Analysis.

Authors:  Axelle Gelineau; Anaick Perrochon; Louise Robin; Jean-Christophe Daviet; Stéphane Mandigout
Journal:  Int J Environ Res Public Health       Date:  2022-07-26       Impact factor: 4.614

Review 8.  Serious games for upper limb rehabilitation after stroke: a meta-analysis.

Authors:  Ioannis Doumas; Gauthier Everard; Stéphanie Dehem; Thierry Lejeune
Journal:  J Neuroeng Rehabil       Date:  2021-06-15       Impact factor: 4.262

9.  Efficacy of Virtual Reality and Exergaming in Improving Balance in Patients With Multiple Sclerosis: A Systematic Review and Meta-Analysis.

Authors:  Dario Calafiore; Marco Invernizzi; Antonio Ammendolia; Nicola Marotta; Francesco Fortunato; Teresa Paolucci; Francesco Ferraro; Claudio Curci; Agnieszka Cwirlej-Sozanska; Alessandro de Sire
Journal:  Front Neurol       Date:  2021-12-10       Impact factor: 4.003

  9 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.