| Literature DB >> 31317037 |
Han Suk Lee1, Yoo Junk Park2, Sun Wook Park2.
Abstract
OBJECTIVE: The aim of this study was to perform a meta-analysis to examine whether virtual reality (VR) training is effective for lower limb function as well as upper limb and overall function in chronic stroke patients.Entities:
Mesh:
Year: 2019 PMID: 31317037 PMCID: PMC6604476 DOI: 10.1155/2019/7595639
Source DB: PubMed Journal: Biomed Res Int Impact factor: 3.411
Strategy for electronic databases survey.
| Electronic databases | Key words (DECS/MeSH) |
|---|---|
| EMBASE | ('cerebrovascular':ab OR 'stroke':ab) AND 'virtual reality':ab = 632 |
| OVID | ((stroke or cerebrovascular) and virtual reality).ab. = 528 |
| PubMed | (stroke[Title/Abstract] OR cerebrovascular[Title/Abstract]) AND virtual reality[Title/Abstract] = 507 |
Figure 1Study flow diagram of systematic review.
Methodological Quality of Trials (n = 21).
| Study | score | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bang (2016) | 4 | 0 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 |
| Calabrò (2017) | 9 | 1 | 1 | 1 | 1 | 0 | 1 | 1 | 1 | 1 | 1 | 1 |
| Cho (2012) | 5 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 1 | 1 |
| Cho (2014) | 7 | 0 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
| da Silva Ribeiro (2015) | 7 | 0 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
| Fluet (2015) | 4 | 1 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 1 | 1 | 1 |
| In (2016) | 8 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 |
| Jang (2005) | 5 | 0 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 1 | 1 |
| Kim (2015) | 4 | 0 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 |
| Kiper (2014) | 5 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 1 | 1 |
| Lee D (2014) | 5 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 0 | 0 | 1 | 1 |
| Lee (2015) | 5 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 1 | 1 |
| Lee (2016) | 6 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
| Llorens (2015) | 8 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 |
| Park (2016) | 8 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | 0 | 1 | 1 | 1 |
| Park (2017) | 6 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 0 | 0 | 1 | 1 |
| Sin (2013) | 6 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
| Singh (2013) | 9 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | 1 | 1 | 1 | 1 |
| Song (2015) | 3 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 |
| Viana (2014) | 9 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | 1 |
| Yom (2015) | 6 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
PEDro items: 1 Eligibility criteria; 2 Random allocation; 3 Concealed allocation; 4 Baseline Comparability; 5 Blind subjects; 6 Blind therapists; 7 Blind assessors; 8 Adequate follow-up; 9 Intention to treat analysis; 10 Between-group statistical comparisons; 11 Point estimates and variability.
General Characteristics of Included Trials.
| Study | Mean | No. of patients analyzed E(C) | Months | VR | Control | Outcome Measures |
|---|---|---|---|---|---|---|
| Bang | 62.2 | 20 | 30.4 | Wii board balance system: | low-speed treadmills 40 min | Lt/Rt WB |
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| Calabrò | 60.0 | 12 | 8.0 | VR+RAGT (robotic assist gait training) 45min | RAGT (robotic assist gait training) 45min | RMI |
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| Cho | 65.2 | 11 | 12.5 | Nintendo Wii balance training (balance Bubble, ski slalom, ski jump, soccer heading, table tilting, penguin slide 30 min + Standard training (PT, OT) 30 min | Standard training (PT, OT) 30 min | PSV-apeo |
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| Cho | 65.7 | 15 | 13.8 | Treadmill training based real-world video recording: 30 min | Treadmill walking training: 30 min | AP, ML-PSV |
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| da Silva | 53.7 | 15 | 42.1 | Nintendo (tennis, hula hoop, soccer, boxing games) 60 min | Conventional therapy(stretching, trunk and scapular mobilization, balance, UL diagonal movement, gripping, gait) 60 min | FMA |
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| Fluet | X | 10 | 60.0 | Robotic/virtually simulated, | Repetitive task practice on arm and finger activities: 180 min | WMFT |
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| In | 57.0 | 13 | 12.5 | (VR reflection therapy 30min + Conventional therapy: patient-specific NDT, PT, OT, ST 30 min) | (Placebo VR 30min | BBS / FRTTUG |
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| Jang | 59.8 | 5 | 13.8 | VR(reaching, lifting, and grasping motor skills game) | No treatment | BBT |
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| Kim | X | 10 | >6 | Community-based virtual reality scene exposure combined with treadmill training: 30 min | Over ground walking, stair walking, slope walking, and unstable surface walking for 570 m 30 min | PSPL AP |
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| Kiper | 63.1 | 23 | >12 | Reinforced feedback in virtual environment: grasping and reaching movement 120 min | Exercises of various movements in a horizontal or vertical plane 120 min | FMA-UE |
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| Lee D | 58.3 | 12 | 9.3 | VRRE (Asymmetric training on hand): 30 min | Symmetric training on hand: 30min | FMA-UE |
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| Lee H | 45.9 | 12 | >6 | VR training(sitting posture, knee bend & other leg knee extend, tightrope walking, penguin teeter-totter seesaw, balance skiing, rolling marble board, balance Wii) 30 min | Task-oriented training (sit to stand from different heights, task training in standing, balance training on an unstable surface, lifting a leg in place, kicking a ball, stair climbing and descending) 30 min | EOWB COP |
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| Lee S | 69.2 | 10 | 16.2 | Virtual reality-based bilateral upper extremity training 30min | Watching an irrelevant video in a VR environment with bilateral upper extremity training 30 min | JHFT |
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| Llorens | 58.3 | 10 | 13.6 | (Audiovisual feedback | Conventional therapy (static standing exercises in different positions, task-specific reaching exercises, stepping tasks, static and dynamic balance exercises, walking exercises | BBS |
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| Park | 61.6 | 15 | >6 | Wii Sports & Resort: bowling, table tennis, and canoeing 30 min | Wii Sports and Sports Resort games: bowling, table tennis, and canoeing games 30 min | FMA-UE |
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| Park | 62.0 | 10 | 10.8 | Xbox Kinect (Boxing, Table tennis, Soccer, Golf, Ski, Football) 30 min+ Conventional PT 30 min | Conventional PT(NDT, PNF) 30 min | FMA-LE |
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| Sin | 71.8 | 18 | 7.2 | (Xbox Kinect sports and adventure 30 min + standard training 30 min) | standard training: 30 min | ROM-UE |
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| Singh | 65.4 | 15 | 40.5 | (Nintendo Balance: Bubble, Xbox 360 Kinect: Rally Ball 30min + standard PT) 90 min | Standard PT (self-stretching and strengthening exercises, coordination and balance exercises, functional exercises) 120 min | BI |
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| Song | 51.4 | 20 | 14.8 | Xbox Kinect Sport, Sport Season 2, Adventure, and Kinect Gunstringer 30 min | ergometer training 30 min | Affected side WB |
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| Viana | 56.0 | 10 | 31.9 | VR exercises for the UL (Wii Sports resort, Wii Play Motion, Let's Tap) 60 min | VR exercises for the UL(Wii Sports resort, Wii Play Motion, Let's Tap) 60 min | FMA-UL |
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| Yom | 64.6 | 10 | 11.1 | Virtual reality-based ankle exercise (VRAE): | Watching an environmental documentary irrelevant to ankle exercise 30 min | MAS |
RMI (Rivermead mobility index), MAS (modified Ashworth scale), PSV-apeo (postural sway velocity-AP eye open), PSV-mlec (postural sway velocity-ML eye close), BBS (Berg Balance Scale), TUG (Timed up and go test), AP-PSV (anteroposterior postural sway velocity), ML-PSV (mediolateral postural sway velocity), PSVM (postural sway velocity moment), SLSP (single limb support period), GC (gait cycle), DLSP (double limb support period), FMA (Fugl Myer Assessment), SF-36 (Short Form 36 Health Survey), WMFT (Wolf Motor Function Test), RGT (Reach to Grasp Test), FRT (functional reach test), EO-APS (eyes open anterior-posterior sway distance), EO-MLS (eyes open medial-lateral sway distance), EO-TS (eyes open total sway distance), EC-APS (eyes closed anterior-posterior sway distance), EC-MLS (eyes closed medial-lateral sway distance), EC-TS (eyes closed total sway distance), 10-m WV (10-m walking velocity), 10-m WV (10-m walking velocity), BBT (Box and Block Test), MFT (manual function test), PSP L (postural sway path length), PSPL (postural sway path length), PSPL (postural sway path length), APSS (average postural sway speed), FIM (functional independence measure), ECWB COP (eyes-closed wide base), EONB COP (eyes-open narrow base), FRT (functional reach test), JHFT (Jebsen-Taylor hand function test), GPT (grooved pegboard test), MAL-QOM (motor activity log-quality of movement), BI (Barthel index), OBS (Overall balance score), 6MWT (six-minute walk test), 30-s STS (thirty-second sit to stand test), T10-m WT (timed ten-meter walk test), LOS (limit of stability), WMFT (wolf motor function test), WMFT-FAS (functional ability), SSQOL-UL (stroke specific quality of life-upper limb).
Figure 2Funnel plot for publication bias.
Figure 3Effect size of Virtual Reality-Based Rehabilitation Program.
Effect size of Virtual Reality Based Rehabilitation Program on function.
| Function | K | ES | SE | p-value | 95% CI |
|---|---|---|---|---|---|
| Upper Limb Function | 53 | 0.431 | 0.054 | 0.001 | 0.424–0.537 |
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| Lower Limb Function | 74 | 0.424 | 0.045 | 0.001 | 0.336–0.513 |
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| Overall Function | 6 | 0.545 | 0.149 | 0.001 | 0.253–0.837 |
Effect size of Virtual Reality Based Rehabilitation Program on outcomes.
| Outcomes | K | ES | SE | p-value | 95% CI |
|---|---|---|---|---|---|
| Muscle tone | 5 | 0.755 | 0.196 | 0.001 | 0.372–1.139 |
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| Muscle strength | 7 | 0.750 | 0.177 | 0.001 | 0.403–1.098 |
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| ADL | 3 | 0.627 | 0.199 | 0.002 | 0.237–1.018 |
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| ROM | 10 | 0.517 | 0.114 | 0.001 | 0.294–0.741 |
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| Gait | 30 | 0.445 | 0.070 | 0.001 | 0.309–0.582 |
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| Function | 23 | 0.388 | 0.085 | 0.001 | 0.222–0.554 |
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| Balance | 40 | 0.364 | 0.061 | 0.001 | 0.244–0.484 |
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| Kinematics | 12 | 0.274 | 0.109 | 0.012 | 0.060–0.488 |
Figure 4Results of the meta-regression analysis by intervention duration (weeks).
Figure 5Results of the meta-regression analysis by weekly intervention frequency.