| Literature DB >> 32531906 |
Jiali Qian1,2, Daniel J McDonough1, Zan Gao1.
Abstract
Objective purpose: This review synthesized the literature examining the effects of virtual reality (VR)-based exercise on physiological, psychological, and rehabilitative outcomes in various populations. Design: A systematic review. Data sources: 246 articles were retrieved using key words, such as "VR", "exercise intervention", "physiological", "psychology", and "rehabilitation" through nine databases including Academic Search Premier and PubMed. Eligibility criteria for selecting studies: 15 articles which met the following criteria were included in the review: (1) peer-reviewed; (2) published in English; (3) randomized controlled trials (RCTs), controlled trials or causal-comparative design; (4) interventions using VR devices; and (5) examined effects on physiological, psychological, and/or rehabilitative outcomes. Descriptive and thematic analyses were used.Entities:
Keywords: health promotion; immersive virtual reality; interactive virtual reality; non-immersive virtual reality; physical activity
Mesh:
Year: 2020 PMID: 32531906 PMCID: PMC7312871 DOI: 10.3390/ijerph17114133
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Design quality analysis.
| Articles | Randomization | Control | Pre–Post | Retention | Mission Data | Power Analysis | Validity Measure | Follow-Up | Score | Effectiveness |
|---|---|---|---|---|---|---|---|---|---|---|
| Lee et al. [ | + | + | + | + | + | − | + | − | 6 | YES |
| Ribeiro et al. [ | + | + | + | + | − | − | + | − | 5 | NA |
| Chen et al. [ | + | + | + | − | − | − | + | − | 4 | YES |
| Cho et al. [ | + | + | + | + | + | + | + | − | 7 | YES |
| Lee et al. [ | + | + | + | + | + | + | + | − | 7 | YES |
| Lotan et al. [ | + | + | + | − | − | − | + | − | 4 | NA |
| Cho et al. [ | + | + | + | − | − | − | − | − | 3 | YES |
| Mills et al. [ | − | + | + | − | + | − | + | − | 4 | NA |
| Neumann et al. [ | − | + | − | + | − | + | + | − | 4 | NA |
| Saposnik et al. [ | + | + | + | + | − | + | + | − | 6 | NA |
| Plante et al. [ | + | + | + | − | − | − | + | − | 4 | YES |
| Meyns et al. [ | − | + | + | + | + | + | + | − | 6 | YES |
| Lee [ | + | + | + | + | − | − | + | − | 5 | YES |
| Park et al. [ | − | + | + | − | − | − | + | − | 3 | YES |
| Segura-Ortí1 et al. [ | + | + | + | − | − | + | + | − | 5 | YES |
Note: + refers to positive (explicitly described and present in details); − refers to negative (inadequately described and absent); YES effectiveness indicates significant positive effect; NA indicates no significant effect; Median score = 5. Retention: retaining more than 70% of the participants; Follow-up: following more than 6 months after experiment.
Figure 1Flow diagram of studies through the review process. Note. * reasons for exclusions included ineligible age, ineligible exposure, ineligible analysis; ** reasons for exclusions included ineligible outcomes and lack of means/standard deviations.
Descriptive characteristics of included studies.
| Reference | Sample | Testing/Setting | Outcomes/Instrument | Exposure | Dose | Finding |
|---|---|---|---|---|---|---|
| Lee et al. [ | RCT; N = 48 (chronic stroke); | Baseline, week 2, 4, 8; | Upper limb: the Fugl-Meyer Assessment-Upper Extremity (FMA-UE) and Wolf Motor Function Test (WMFT). | The intervention group used a VR-based wearable rehabilitation device and Functional Electrical Stimulation (FES), while the control group used FES only. | Both groups received 20 intervention sessions of 30 min on weekdays (5 times/week) over 4 weeks. | FES with VR-based rehabilitation may be more effective than cyclic FES in improving distal upper extremity gross motor performance poststroke. |
| Ribeiro et al. [ | RCT; N = 44 (pregnant women); | Pre–post: | The sit-to-stand activity kinematic variables: | The intervention group used a Wii balance board (WBB) to exercise additionally, while the control group did not. | An intervention with game therapy was performed in 12 sessions of 30 min each, three times a week in 4 weeks. | The use of the Nintendo Wii Fit Plus was not able to influence sit-to-stand kinematic variables in the pregnant women. |
| Chen et al. [ | RCT; N = 30 (incomplete low spinal-cord injuries) (16 women and 14 men, 48.2 ± 18.07 years); | Pre–post; | Mood states: the Activation-Deactivation Adjective Check List (AD-ACL). | An experimental group underwent therapy with a VR-based exercise bike, and a control group underwent the therapy without VR equipment. | Acute. | A VR-based rehabilitation program can ease patients’ tension and induce calm. |
| Cho et al. [ | RCT; N = 46 (hemodialysis patients); | Pre–post. | Fitness (strength, flexibility, balance), body composition and fatigue. | While waiting for their dialyses, the exercise group followed a Virtual Reality Exercise Program (VREP), and the control group received only their usual care. | The VREP was accomplished using Nintendo’s Wii Fit Plus for 40 min, 3 times a week for 8 weeks. | The VR Exercise Program improves physical fitness, body composition, and fatigue in hemodialysis patients. |
| Lee et al. [ | RCT; N = 44 (community dwelling older adults); | Pre–post. | Static Balance: | The intervention group attended a 60-min VR training session, while the control group did not. | The virtual reality training was conducted for 60 min, twice a week for 6 weeks. | Three-dimensional video gaming technology might be beneficial for improving postural balance and lower-extremity strength in community-dwelling older adults. |
| Lotan et al. [ | RCT; N = 44 (IDD sever level); | Pre–post. | Fitness: heart rate (HR). | The intervention groups did game-like exercises provided by a video capture VR system, while the control group did not. | An 8-week fitness program consisting of 2–3 30-min sessions per week. | It is not strong enough functionally to claim that this program improved physical fitness of individuals with severe intellectual disability. |
| Cho et al. [ | RCT; N = 32 (healthy elderly people) | Pre–post. | Balance: the Romberg test. | The VR training group engaged in an exercise session using Wii Fit, while the control group received no intervention. | A 30-min exercise session using Wii Fit 3 times a week for 8 weeks. | Virtual reality training is effective at improving the balance of the healthy elderly. |
| Mills et al. [ | Control trial; N = 11 (7–17 years) (6 males and 5 females with GMFCS levels I and II); | Pre–post; | Balance: the balance testing paradigm. | Participants in the intervention group received 1 h one-on-one physiotherapist-supervised VR balance games for 5 consecutive days between assessments, while the control group received no intervention. | 60 min/day in 5 consecutive days. | There was no effect of a 5-day VR-based intervention on postural control mechanisms used in response to oscillating platform perturbations. |
| Neumann et al. [ | Causal-comparative design; N = 40; | Pre–post. | Affect state: the Physical Activity Affect Scale (PAAS); | The VR group ran in a computer-generated VR environment that included other virtual runners, while another group ran whilst viewing neutral images. | Depends on 70% VO2MAX. | VR may not always be better than distracting attention away from exercise-related cues. |
| Saposnik et al. [ | RCT; N = 141 (stroke); | Pre–post; | Upper extremity motor performance: the Wolf Motor Function Test (WMFT). | The VR Wii group used the Nintendo Wii gaming system to add on conventional rehabilitation, while the control group used simple recreational activities (playing cards, bingo, Jenga, or a ball game). | Ten sessions of 60 min each, over a 2-week period. | Non-immersive virtual reality as an add-on therapy to conventional rehabilitation was not superior to a recreational activity intervention in improving motor function. |
| Plante et al. [ | RCT; N = 88 (38.10 ± 12.31 years) | Pre–post; | Momentary mood states: the Activation-Deactivation Adjective Check List (AD-ACL). | (1) E: bicycling at a moderate intensity (60–70% maximum heart rate) on a stationary bicycle; (2) V: playing a virtual reality computer bicycle game; (3) E + V: an interactive virtual reality bicycle experience on a computer while exercising on a stationary bike at moderate intensity (60–70% maximum heart rate). | 30 min. | The combination of virtual reality and exercise might improve some of the beneficial psychological effects of exercise compared with virtual reality or exercise alone. |
| Meyns et al. [ | Controlled trial; N = 11 (4/7 males/females with spastic CPc following rehabilitation after lower limb orthopedic surgery) (5–18 years); Intervention = 4; | Pre–post; | Balance: the Trunk Control Measurement Scale (TCMS). | The control group received conventional physiotherapy, while the intervention group received additional VR training. | The additional VR training was given 3 times a week for 30 min until discharge from the hospital. | Including additional VR training to conventional physiotherapy was feasible and might be promising to train sitting balance in CPc after lower limb surgery. |
| Lee [ | RCT; N = 30 (12 female, 18 male with cognitive decline); | Pre–post. | Balance abilities: the Berg Balance Scale (BBS); life quality in patients: Geriatric Depression Scale-Korean (GDS-K) and the Korean version of quality of life Alzheimer’s disease (KQOL-AD) scale. | All subjects performed a traditional cognitive rehabilitation program and the experimental group performed additional VR based video game. | Three 40-min VR based video game (Wii) sessions per week for 12 weeks. | A virtual reality-training program could improve the outcomes in terms of balance, depression, and quality of life in patients with CD. |
| Park et al. [ | Controlled trial; N = 24 (15 males, 9 females); | Pre–post. | Muscle activities: electromyography. | The VREG used the Nintendo Wii Fit, while the SEG used a stable surface. | Three times a week for six weeks. | Virtual reality exercise using the Nintendo Wii Fit was an effective intervention for the muscle activities of the TA and MG of normal adults. |
| Segura-Ortí1 et al. [ | RCT; N = 40 (hemodialysis patients); | Pre–post. | Physical activity: | The VR program used the non-immersive gaming intervention for the VR group, comparing the results to a non-exercising control group. | 30 min for 12 weeks. | VR exercise during hemodialysis was safe and improved physical function and HRQoL and could be performed safely toward the end of the hemodialysis session. |
Note: RCT = Randomized Controlled Trial; VR = Virtual Reality; FES = Functional Electrical Stimulation; IDD = Intellectual and Developmental Disability; GMFCS = Gross Motor Function Classification System; CPc = Children with Cerebral Palsy; TA = Tibialis Anterior; MG = Medial Gastrocnemius.
The main pathologies, function and effect of VR among various populations.
| Main Pathologies | Main Function | Main Effects | ||
|---|---|---|---|---|
| Health population | Older | Balance | Induce repetition; | |
| Youngers | Muscle activities | |||
| Patient | Physiology | Hemodialysis | Fitness | |
| Stroke patient | Limbs strength | |||
| Balance | ||||
| Psychology | CPc | Relief stress | ||
Abbreviations: CPc = Children with Cerebral Palsy.