| Literature DB >> 34880979 |
Hongyuan Lin1, Kaiyue Han2, Bing Ruan1.
Abstract
Objective: To systematically evaluate the effectiveness of virtual reality (VR) in the rehabilitation of patients with functional ankle instability (FAI).Entities:
Mesh:
Year: 2021 PMID: 34880979 PMCID: PMC8648442 DOI: 10.1155/2021/7363403
Source DB: PubMed Journal: J Healthc Eng ISSN: 2040-2295 Impact factor: 2.682
Retrieval strategy (using PubMed as an example).
| The formulation of retrieval format |
|---|
| (“Virtual reality exposure Therapy”[MeSH terms] OR “virtual Reality”[MeSH terms] OR (“VR”[Title/Abstract] OR “virtual environment”[Title/Abstract] OR “computer-based”[Title/Abstract] OR “simulator”[Title/Abstract] OR “game”[Title/Abstract] OR “gaming”[Title/Abstract] OR “Kinect”[Title/Abstract] OR “Nintendo”[Title/Abstract] OR “Wii”[Title/Abstract] OR “Playstation”[Title/Abstract] OR “X-box”[Title/Abstract])) AND (“ankle instability”[Title/Abstract] OR “ankle unstable”[Title/Abstract] OR “ankle sprain”[Title/Abstract] OR “recurrent sprain”[Title/Abstract] OR “chronic ankle instability”[Title/Abstract] OR “functional ankle instability”[Title/Abstract] OR “mechanical ankle instability”[Title/Abstract]) AND (“randomized controlled trial”[Publication type] OR “randomized”[Title/Abstract] OR “placebo”[Title/Abstract]) |
Figure 1Literature search strategy.
Description of the included studies.
| Included studies | Country | Cases | Age/year | VR type | Interventions | Number of Interventions/week | Frequency | Outcome indicators | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| VR group | Control group | VR group | Control group | VR group | Control group | ||||||
| Baek et al. 2019 [ | South Korea | 20 | 22 | 20.00-29.00 | VR box | 5 min warm up and stretch. | 5 min warm up and stretch. | 3 | 3 times/week; 20 min/time | ①②③④⑤ | |
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| Kim et al. 2018 [ | South Korea | 10 | 10 | 21.80 ± 1.20 | 22.10 ± 2.40 | Nintendo Wii Fit Plus | 5 min warm up and stretch. | 5 min warm up and stretch. | 4 | 3 times/week; 20 min/time | ② |
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| Kim et al. 2019 [ | South Korea | 10 | 11 | 21.00 ± 1.20 | Nintendo Wii Fit Plus | 5 min warm up and stretch. | 5 min warm up and stretch. | 4 | 3 times/week; 20min/time | ④ | |
| Kim et al. 2020 [ | South Korea | 13 | 11 | 21.38 ± 1.00 | 21.90 ± 1.00 | VR BOSS & APP: rope crossing adventure VR | 10 min warm up. | 10 min warm up. | 4 | 3 times/week; 30min/time | ⑥ |
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| Yang et al. 2016 [ | South Korea | 15 | 15 | 21.36 ± 2.92 | 22.04 ± 4.05 | Balance trainer | 30 min plyometric training: zigzag running, backward running, vertical jumping, agility jumping, side jumping, full speed running, and other sports. | 30 min plyometric training: zigzag running, back running, vertical jump, agility jump, side jump, full speed running. | 8 | 3 times/week; 30min/time | ⑦⑧⑨ |
① Ankle proprioceptive sense; ② isokinetic muscle strength (Biodex isokinetic force meter; BMS, Shirley, USA); ③ Y-balance test; ④ 30-second single-leg standing balance test (Biorescue; RM Ingenierie, France/Biodex balance system; BMS, Shirley, USA); ⑤ Romberg's test (Biorescue; RM Ingenierie, France); ⑥ 15-second single-leg standing balance test (Biorescue; RM Ingenierie, France); ⑦ 60-second standing balance test (Biorescue; RM Ingenierie, France); ⑧ CMJA (G-jump; IBTS bioengineering, Italy); ⑨ SLJ (G-jump; BTS bioengineering, Italy). CMJA: countermovement jump with arm swing; SLJ: stance long jump;
Figure 2Risk of bias diagram.
Figure 3Summary of risk of bias in the included studies. “+”: low risk; “—”: high risk; “?”: unclear risk.
Scores from of the improved JADAD study quality evaluation.
| Random sequence generation | Randomized concealment | Blinding | Withdrawal | Score | |
|---|---|---|---|---|---|
| Baek et al., 2019 [ | 1 | 1 | 1 | 1 | 4 |
| Kim et al., 2018 [ | 2 | 1 | 2 | 1 | 6 |
| Kim et al., 2019 [ | 2 | 2 | 1 | 1 | 6 |
| Kim et al., 2020 [ | 1 | 1 | 1 | 1 | 4 |
| Yang et al., 2016 [ | 1 | 1 | 1 | 1 | 4 |
Figure 4A forest plot of standardized (std.) mean difference, with 89% confidence interval (89% CI) for FAI measured with balance function-related tests between the virtual reality (VR) and conventional treatment groups. IV: inverse variance.