| Literature DB >> 31661938 |
Jinlong Wu1, Paul D Loprinzi2, Zhanbing Ren3.
Abstract
This research aims to evaluate the effect of virtual reality (VR) games on balance recovery of children with cerebral palsy (CP) by quantitatively synthesizing the existing literature, and to further determine the impact of VR game intervention (the duration of each intervention, intervention frequency, intervention cycle, and total intervention time) on the balance recovery of children with CP. To this end, relevant literature up until 3 August 2019 was retrieved from Chinese databases (CNKI and Wanfang Data) and the databases in other languages (Web of Science, Pubmed, EBSCOhost, Informit, Scopus, Science Direct, and ProQuest), and bias analysis was conducted with the PEDro scale in this research. Randomized controlled trials (RCTs) were selected and underwent meta-analysis, and combined effect size was calculated with a random effects model. The results showed that VR games may improve the balance of children with CP (Hedge's g = 0.29; 95% CI 0.10-0.48), and no significant influence of the intervention on balance of children with CP was shown in the subgroup analysis. In conclusion, VR games played a positive role in the improvement of balance of children with CP, but these results should be viewed with caution owing to current methodological defects (difference in measurement, heterogeneity of control groups, intervention combined with other treatments, etc.).Entities:
Keywords: balance; cerebral palsy; virtual reality games
Mesh:
Year: 2019 PMID: 31661938 PMCID: PMC6861947 DOI: 10.3390/ijerph16214161
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1The flow chart of literature screening.
List of basic characteristics of the included studies.
| Researchers | Subjects | Country: Language | GMFCS Level (Number) | Characteristics of Subjects (Number; Genders; Ages) | Intervention Methods; Frequency of the Intervention Group; Total Time of the Intervention Group | Intervention Location | VR Platforms | Types of VR Game | Outcome Indicators | |
|---|---|---|---|---|---|---|---|---|---|---|
| Experimental Group | Control Group | |||||||||
| Han et al. [ | Children with paralytic hemiplegia | South Korea: Korean | L(1):9 | L(1):8 | 20; the experimental group: 10: 5 males (9.50 ± 2.46); the control group: 10: 5 males (8.90 ± 2.37) | Strength training treatment + VRGs treatment; 15 min/time, 3 days/week, 12 weeks in total; 540 min | Hospital | Nintendo wii fit balance board | Warrior posture; wire-waling; rafting in the valley | ② |
| Sharan et al. [ | Children with postoperative cerebral palsy | India: English | Not Clear | Not Clear | 16; the experimental group: 8 (8.88 ± 3.23); the control group: 8 (10.38 ± 4.41) (NSL) | Depending on game types, 3 days/time, 3 weeks in total | Not clear | Nintendo wii-fit | Depending on children’s abilities | ② |
| Alsaif and Alsenany [ | Children with spastic diplegia | Saudi Arabia: English | L(3):20 | L(3):20 | 40; the experimental group: 20; the control group: 20; 6-to-10-year-olds (NSL) | VRGs; 20 min/day, 7 times/week, 12 weeks in total; 1680 min | Home | Nintendo wii fit balance board | Not specified | ① |
| Atasavun et al. [ | Children with hemiplegic cerebral palsy | Turkey: English | L(1):9 | L(1):10 | 24; the experimental group: 12: 8 males; the control group: 12: 2 males; 6-to-14-year-olds | Regular rehabilitation treatment + VRGs treatment; 30 min/time, 2 days/week, 12 weeks in total;720 min | Hospital | Nintendo wii-fit | Wii basketball game; Wii football game; Wii boxing game | ② |
| Trakci et al. [ | Children with hemiplegic cerebral palsy | Turkey: English | L(1~2):15 | L(1~3):15 | 30; the experimental group: 15: 10 males (10.46 ± 2.69); the control group: 15: 9 males (10.53 ± 2.79) | Neurodevelopmental therapy + VRGs treatment; 20 min/time, twice per week, 12 weeks in total; 480 min | Rehabilitation Centre | Nintendo wii-fit | Slalom; wire-walking; football game | ③⑤ |
| Ren et al. [ | Children with spastic diplegia | China: Chinese | L(1):8 | L(1):7 | 35; the experimental group: 19: 11 males and 8 females (53.88 ± 13.58); the control group: 16: 9 (56.53 ± 9.67) | Regular rehabilitation treatment + VRGs treatment; 40 min/time,5 times/week, 12 weeks in total; 2400 min | Hospital | Q4 situational interactive rehabilitation training system produced by OPEM | Not specified | ④ |
| Rgen et al. [ | Children with spastic hemiplegia | Turkey: English | Not Clear | Not Clear | 30; the experimental group: 15: 7 males (11.07 ± 2.37); the control group: 15: 7 males (11.33 ± 2.19) | Regular rehabilitation treatment + VRGs treatment; 40 min/time, twice per week, 9 weeks in total; 720 min | Not Clear | Nintendo wii-fit | Ski jumping; snowball fight; jogging; the oblique city; penguin slides; perfect 10; guiseway; header | ⑤⑥ |
| Sajan et al. [ | Children with double lower limb paralytic and quadriplegic cerebral palsy | India: English | L(1):1 | L(2):1 | 20; the experimental group: 10: 5 males (12.4 ± 4.93); the control group: 10: 6 males (10.6 ± 3.78) | Regular rehabilitation + VRGs treatment; 30 min/time,6 times/week, 3 weeks in total; 540 min | Clinical | Nintendo Wii-fit remote control game | Boxing; tennis | ② |
| Zhao et al. [ | Children with hemiplegic, diplegic and quadriplegic cerebral palsy | China: Chinese | L(1):18 | L(1):17 | 48; the experimental group: 24: 11 males (59.38 ± 11.29); the control group: 24: 16 males (54.33 ± 10.93) | Regular rehabilitation treatment + VRGs treatment; 40 min/time, 5 times/week,3 weeks in total; 600 min | Hospital | Active video games on the Xbox Kinect platform | Dance Imitation | ② |
| Hsieh et al. [ | Children with diplegic and quadriplegic cerebral palsy | Taiwan, China: English | L(2):10 | L(2):10 | 40; the experimental group: 20: 14 males (7.33 ± 1.31); the control group: 15: 12 males (7.41 ± 1.54) | Regular rehabilitation treatment + VRGs treatment; 40 min/time, 5 times/week,12 weeks in total; 2400 min | Not Clear | computer + joystick (the software Scratch) | Flower watering, monkey eating bananas, killing mosquitoes with a swatter | ③⑤ |
| Yang et al. [ | Children with spastic diplegia | China: Chinese | L(3):20 | L(3):20 | 45; the experimental group: 23: 9 males (55.53 ± 14.73)l the control group: 22: 12 males (54.85 ± 13.40) | Regular rehabilitation treatment + VRGs treatment; 20 minutes/time, 5 times/week, 12 weeks in total; 1200 min | Hospital | The Biomaster VR training system produced in Guangzhou | Picture matching, skiing, football | ③ |
Note: NSL: The male to female ratio is not mentioned; L:Gross Motor Function Classification System Level of Cerebral Palsy; GMFCS: Gross Motor Function Classification System; VRGs: Virtual reality games; ①: Movement Assessment Battery for Children (M-ABC, the balance test); ②: Pediatric Balance Scale (PBS); ③: Berg Balance Scale (BBS); ④: Nintendo Wii Fit Balance Board Score; ⑤: Timed Up and Go (TUG); ⑥: Pediatric balance measurement (PBM).
Methodological quality assessment for the included studies.
| Included Studies | A | B | C | D | E | F | G | H | I | J | K | Score |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Han et al. [ | Yes | Yes | No | Yes | No | No | No | Yes | Not clear | Yes | No | 5/11 |
| Sharanl et al. [ | Yes | Yes | No | Yes | No | No | No | Yes | Not clear | Yes | No | 5/11 |
| Alsaif and Alsenany. [ | Yes | Yes | No | Yes | No | No | No | Yes | Not clear | Yes | No | 5/11 |
| Atasavun et al. [ | Yes | Yes | No | Yes | No | No | Yes | Yes | No | Yes | No | 6/11 |
| Trakci et al. [ | Yes | Yes | No | Yes | No | No | No | Yes | Not clear | Yes | No | 5/11 |
| Ren et al. [ | Yes | Yes | No | Yes | No | No | No | Yes | No | Yes | No | 5/11 |
| Rgen et al. [ | Yes | Yes | No | Yes | No | No | No | Yes | No | Yes | No | 5/11 |
| Sajan et al. [ | Yes | Yes | No | Yes | No | No | No | Yes | Yes | Yes | No | 5/11 |
| Zhao et al. [ | Yes | Yes | No | Yes | No | No | No | Yes | No | Yes | No | 5/11 |
| Hsieh et al. [ | Yes | Yes | No | Yes | No | No | No | Yes | No | Yes | No | 5/11 |
| Yang et al. [ | Yes | Yes | No | Yes | No | No | No | Yes | Not clear | Yes | No | 5/11 |
Note: A. eligibility criteria were specified; B. subjects were randomly allocated to groups; C. allocation was concealed; D. the groups were similar at baseline regarding the most important outcome indicators; E. there was blinding of all subjects; F. there was blinding of all therapists; G. there was blinding of all assessors; H. measures of at least one key outcome were obtained from more than 85% of the subjects initially allocated to groups; I. all subjects for whom outcome measures were available received the treatment or, where this was not the case, data for at least one key outcome was analyzed by “intention to treat”; J. the results of between-group statistical comparisons were reported for at least one key outcome; K. the study provided both point measures and measures of variability for at least one key outcome.
Figure 2The funnel plot of the effect of VR games on the balance of children with CP.
Figure 3The effect of VR games on the balance of children with cerebral palsy.
The regulatory impact analysis of VR game groups and control groups.
| Regulatory Impact | Categorical Variables for Sub-Group Analysis | PC | Hedge’s g | 95% CI |
| Between-Group Difference |
|---|---|---|---|---|---|---|
|
| ||||||
| Session length | 15 to 40 min; | 7 | 0.26 | −0.01 to 0.53 | 0% | 0.70 |
| ≥40 min | 6 | 0.34 | 0.07 to 0.60 | 0% | ||
| Intervention frequency | 2 to 5 sessions/weekly; | 6 | 0.27 | −0.04 to 0.58 | 0% | 0.96 |
| ≥5 sessions/weekly | 7 | 0.32 | 0.07 to 0.56 | 0% | ||
| Intervention cycle | 3 to 12 weeks | 4 | 0.15 | −0.19 to 0.50 | 0% | 0.33 |
| ≥12 weeks | 9 | 0.36 | 0.13 to 0.59 | 0% | ||
| Total time of intervention | 480 to 1000 min; | 8 | 0.21 | −0.04 to 0.47 | 0% | 0.34 |
| ≥1000 min | 5 | 0.40 | 0.12 to 0.68 | 0% |
Note: PC = pair-comparison.