| Literature DB >> 34956054 |
Dario Calafiore1, Marco Invernizzi2,3, Antonio Ammendolia4, Nicola Marotta4, Francesco Fortunato5, Teresa Paolucci6, Francesco Ferraro1, Claudio Curci1, Agnieszka Cwirlej-Sozanska7, Alessandro de Sire4.
Abstract
Multiple sclerosis (MS) is one of the most common causes of neurological progressive disease and can lead to loss of mobility, walk impairment, and balance disturbance. Among several rehabilitative approaches proposed, exergaming and virtual reality (VR) have been studied in the recent years. Active video game therapy could reduce the boredom of the rehabilitation process, increasing patient motivation, providing direct feedback, and enabling dual-task training. Aim of this systematic review was to assess the efficacy of exergaming and VR for balance recovery in patients with MS. PubMed, Scopus, and Web of Science were systematically searched from the inception until May 14, 2021 to identify randomized controlled trials (RCTs) presenting: patients with MS as participants, exergaming and VR as intervention, conventional rehabilitation as comparator, and balance assessment [Berg Balance Scale (BBS)] as outcome measure. We also performed a meta-analysis of the mean difference in the BBS via the random-effects method. Out of 93 records, this systematic review included and analyzed 7 RCTs, involving a total of 209 patients affected by MS, of which 97 patients performed exergaming or VR and 112 patients underwent conventional rehabilitation. The meta-analysis reported a significant overall ES of 4.25 (p < 0.0001), showing in the subgroup analysis a non-significant ES of 1.85 (p = 0.39) for the VR and a significant ES of 4.49 (p < 0.0001) for the exergames in terms of the BBS improvement. Taken together, these findings suggested that balance rehabilitation using exergames appears to be more effective than conventional rehabilitation in patients affected by MS.Entities:
Keywords: balance; exergames; meta-analysis; multiple sclerosis; rehabilitation; virtual reality
Year: 2021 PMID: 34956054 PMCID: PMC8702427 DOI: 10.3389/fneur.2021.773459
Source DB: PubMed Journal: Front Neurol ISSN: 1664-2295 Impact factor: 4.003
Reasons for article exclusion by the present systematic review.
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| Not population of interest | 0 (0.0) |
| Not intervention of interest | 0 (0.0) |
| Not comparison of interest | 2 (5.8) |
| Not outcome of interest | 1 (2.9) |
| Study design different from RCTs | 30 (88.2) |
| Language different than English | 1 (2.9) |
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| Not population of interest | 0 (0.0) |
| Not intervention of interest | 3 (15.0) |
| Not comparison of interest | 6 (30.0) |
| Not outcome of interest | 11 (55.0) |
| Full-text unavailability | 0 (0.0) |
| Language different than English | 0 (0.0) |
| Simultaneous publication in two scientific Journals | 0 (0.0) |
The exclusion of the articles followed the PICO model defined in the Methods Section. Data are expressed as counts (percentages).
Papers were excluded also for more than one reason during the title and abstract screening phase.
Figure 1The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) flow diagram.
Main characteristics of the randomized controlled trials included in the present systematic review.
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| Brichetto et al. ( | Italy | ≤ 6 | Wii® balance board, 12 sessions, | Conventional balance training, 12 sessions, 60 min, | BBS at baseline and at the end of treatment | Significant differences in BBS between groups in favor of experimental group ( | ||
| Gutierrez et al. ( | Spain | Ranging from 3 to 5 | Xbox360® console with Microsoft® Kinect, 40 sessions, | Conventional balance training, | BBS at baseline and at the end of treatment | Significant differences in BBS between groups in favor of experimental group ( | ||
| Khalil et al. ( | Jordan | Ranging from 3 to 6.5 | Wii ® balance board, 12 sessions + 6 session at home, | Conventional home balance training, 18 sessions, | BBS at baseline and at the end of treatment | Significant differences in BBS between groups in favor of experimental group ( | ||
| Mohlemi F et al. ( | Iran | <6 | Xbox360® with Microsoft's Kinect + conventional balance training, 18 sessions, | Conventional balance training, 18 sessions, 3 time/week | BBS at baseline, at the end of treatment and after 3 months | No significant differences in BBS between groups were found | ||
| Tollar et al. ( | Hungary | Ranging from 4 to 6 | Xbox360 ® with Microsoft's Kinect, 25 sessions, | Conventional balance training, 25 sessions, | BBS at baseline and at the end of treatment | No significant differences in BBS between groups were found | ||
| Karlon et al. ( | Israel | Ranging from 3 to 6 | Immersive VR, CAREN system, 12 sessions, 30 minutes, | Conventional balance training, 12 sessions, 30 minutes, | BBS at baseline and at the end of treatment | No significant differences in BBS between groups were found | ||
| Lozano-Quilis et al. ( | Spain | Not provided | Immersive VR, RemoviEM system, 10 sessions, 15 min, | Conventional balance training 10 sessions, 60 min, | BBS at baseline and at the end of treatment | Significant differences in BBS between groups in favor of experimental group ( |
Values are presented as mean ± SD and mean (range).
M, male; F, female; EDSS, Expanded Disability Status Scale; BBS, Berg Balance Scale.
Figure 2Forest plot illustrating the comparison between exergaming and virtual reality interventions vs. conventional rehabilitation through a meta-analysis.
Figure 3Begg's funnel plot analysis of publishing bias in the studies included in the present systematic review.
Figure 4Risk-of-bias assessed by the version 2 of the Cochrane risk-of-bias 2 (RoB 2) tool for randomized trials.