| Literature DB >> 35945738 |
Muhammad Kashif1,2, Ashfaq Ahmad1, Muhammad Ali Mohseni Bandpei1,3, Maryam Farooq2, Humaira Iram2, Rida E Fatima2.
Abstract
BACKGROUND: Virtual reality (VR) is an advanced technique used in physical rehabilitation of neurological disorders, however the effects of VR on balance, gait, and motor function in people with Parkinson's (PD) are still debated. Therefore, the systematic review aimed to determine the role of VR on motor function, balance and gait in PD patients.Entities:
Mesh:
Year: 2022 PMID: 35945738 PMCID: PMC9351924 DOI: 10.1097/MD.0000000000029212
Source DB: PubMed Journal: Medicine (Baltimore) ISSN: 0025-7974 Impact factor: 1.817
Figure 1.PRISMA Flow diagram for selection of studies.
Quality assessment of included studies.
| Study | Randomly allocation | Concealed allocation | Baseline comparability | Participant blinding | Therapist blinding | Assessor blinding | <15% dropouts | Intention to treat analysis | Between-group difference reported | Point estimate and variability reported | Eligibility criteria | Total score |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hao Feng et al 2019 | Y | N | Y | N | N | Y | Y | Y | Y | Y | Y | 7 |
| Pompeu et al 2012 | Y | N | Y | N | N | Y | N | N | Y | Y | N | 5 |
| Shih et al. 2016 | Y | Y | Y | N | N | N | Y | N | Y | Y | Y | 6 |
| Yang et al 2015 | Y | N | Y | N | N | Y | Y | Y | Y | Y | Y | 7 |
| van den Heuvel et al 2014 | Y | Y | Y | N | N | Y | Y | Y | Y | Y | Y | 8 |
| Shen et al 2014 | Y | N | Y | N | N | Y | Y | Y | Y | Y | Y | 7 |
| Santos et al | Y | N | Y | N | N | Y | Y | Y | Y | Y | Y | 7 |
| Robles et al 2016 | Y | N | Y | N | N | N | Y | N | Y | N | Y | 4 |
| Pazzaglia et al 2019 | Y | N | Y | N | N | Y | N | N | Y | Y | N | 5 |
| Melo et al 2018 | Y | Y | Y | N | N | Y | Y | N | Y | Y | N | 7 |
| Ma et al 2011 | Y | Y | Y | N | N | N | N | N | Y | Y | N | 5 |
| Liao et al 2015 | Y | Y | Y | N | N | Y | N | Y | Y | Y | Y | 7 |
| Liao et al 2014 | Y | Y | Y | N | N | Y | Y | N | Y | Y | Y | 7 |
| Gandolfi et al 2017 | Y | N | Y | N | N | Y | Y | N | Y | Y | Y | 6 |
| Ferraz et al 2018 | Y | Y | Y | N | N | Y | Y | N | Y | Y | Y | 7 |
| Cikajlo et al 2019 | Y | N | N | N | N | N | Y | N | Y | Y | Y | 4 |
| Yuan et al [ | Y | N | N | N | N | N | N | N | Y | Y | Y | 3 |
| Su et al [ | Y | N | Y | N | N | N | Y | N | Y | Y | Y | 5 |
| Barros et al 2014 | Y | N | Y | N | N | N | Y | N | Y | Y | Y | 5 |
| Mirelman et al 2014 | N | N | Y | N | N | N | Y | Y | Y | Y | Y | 5 |
| Ilaria Carpinella et al 2016 | Y | N | Y | N | N | Y | Y | N | Y | Y | Y | 6 |
| Moon et al 2020 | Y | N | Y | Y | Y | N | Y | N | Y | Y | Y | 7 |
| Lee et al 2015 | Y | N | Y | N | N | N | Y | N | Y | Y | Y | 5 |
| Tollar et al 2018 | Y | N | Y | N | N | Y | Y | N | Y | Y | Y | 6 |
| Ribas et al 2017 | Y | Y | Y | N | N | Y | Y | N | Y | Y | Y | 7 |
Data extraction of the included studies.
| Study | Age | Gender | Sample size | Experimental group | Control group | Hoehn-Yahr scale | Dosage | Outcome measures | Conclusion |
|---|---|---|---|---|---|---|---|---|---|
| Pompeu et al 2012 | Mean 67.4 | M/F: 17/15 | 32 | Wii based training | Traditional training (Balance Exercises) | 1–2 | I hour/Day, 2 days/week, Total 7 wks | BBS,UPDRS, MCA | The Wii based training and traditional training exercises do not have a significant difference in improving balance in patients with PD |
| Shih et al 2016 | EG: Mean: 67.5 CG: Mean 68.8 | M/F: 16/4 | 20 | Balance-based exergaming game | Conventional balance training | 1–3 | 2 sessions every week, for 8 wks | LOS, OLS, BBS, TUG | Compared to conventional training, exergaming creates significant improvements in postural stability. |
| Yang et al 2015 | EG: Mean:72.5 CG: Mean:75.4 | M/F:14/9 | 23 | Customized VR balance training system | Static posture stability and weight shifting in dynamic posture | 3 | 50 minutes/ session (6 wks in total) | UPDRS-III, BBS, TUG test | VR based balance training was equally effective as training carried out in home environment for improvising balance function, ability to walk, and quality of life. |
| van den Heuvel et al 2014 | EG: mean:66.3 CG: Mean: 68.8 | M/F: 20/13 | 33 | VFT | Conventional training | 02–03 | Ten group treatment session of 60 min duration, for 5 wks | FRT, SLS, 10 MWT, UPDRS, BBS, TUG test | VFT appeared to be practicable and harmless approach. However, no significant difference was found in any outcome measure. |
| Shen et al 2014 | EG:Mean 63.3 CG: Mean 65.3 | M/F: 25/20 | 45 | balance and gait training with VFT | lower-limb strength training | 2.5 | Training for 12 wks | ABC scale, | Positive effects of augmented feedback training. P0 <0 0.05 in ABC score, Gait velocity, stride length |
| Santos et al (2019) | NW group: mean 61.7CE group: mean: 64.5NW+CE:mean: 66.6 | M | 45 | Nintendo Wii(NW) game | 2 control groups1. Nintendo wii + conventional training2. conventional training group | 01–03 | 50 min, twice a week | BBS, DGI, TUG, PDQ-39 | In rehabilitating PD patients, the Nintendo Wii plus conventional exercises was statistically as effective as any intervention alone; however, the combination was more effective. |
| Robles et al 2016 | EG: mean 68.75 CG: mean 64.2 | M/F: 12/3 | 15 | Full-amplitude repetitive finger-tapping (FT) | VR captured patients’ self-movements | 4-wks of training | Finger-tapping test, Cortico-spinal excitability | The intervention group exhibited greater movement amplitude after treatment, therefore, indicating that VR can assist in improving motor function within the context of movement imitation therapy. | |
| Pazzaglia et al 2019 | Age (years)0 =0 CG: 70 EG:72 | M/F: 35/16 | 51 | VR training for consecutive 6 weeks with 400 min session 3 Times/week | Conventional rehab program for consecutive 6 weeks with 400 min session 3 Times/week | 40-min session three times per week | BBS, DGI, DASH, Short SF-36 | A VR protocol was superior to a conventional rehabilitation program for improving balance. | |
| Melo et al 2018 | Control: 65.580 ±0 13.04, Treadmill group: 610 ±0 10.72, VR group: 60.250 ±0 9.28 | M/F: 28/9 | 37 | treadmill group, VR group | Conventional training group | 01–03 | 20-min training sessions three times a week for 4 wks | 6MWT, Inertial Measurement Unit (IMU) | Patients with PD in both groups did not experience any difference in treatment outcomes. |
| Ma et al 2011 | EG: mean 64.77 CG: mean 68.13 | M/F: 18/15 | 33 | VR training | Placebo Training | 02-03 | 60 trials | Movement time, peak velocity and percentage of movement time for acceleration phase | A brief VR training program improved the speed of movement of discrete target tasks while reaching for real moving objects, but therapy had a minimal effect on performance. |
| Liao et al 2015 | CG:64.60 ±0 8.6 TE:65.10 ±0 6.7 VRWii:67.30 ±0 7.1 | M/F: 17/19 | 36 | VRWII group Traditional exercises group | Education group | 01–03r | 2 sessions per week over a 6-wk period | Level walking performance, FGA, Hand held dynamometer | VRWii is an exercise program that has shown effectiveness for patients with PD in improving their ability to walk and muscular strength.. |
| Liao et al 2014 | CG:64.60 ±0 8.6 TE:65.10 ±0 6.7 VRWii:67.30 ±0 7.1 | M/F: 17/19 | 36 | VR WII group Traditional exercises group | Education group | ‘1–3 | 2 sessions per week) over a 6-wk period | LOS,PDQ-9), (FES-), and (TUG) | Compared to traditional exercises, VR Wii training significantly increased dynamic balance in patients with PD, which assisted the use of VR Wii to improve balance. |
| Gandolfi et al 2017 | Tele wii group:67.45control group:69.84 | M/F:51/25 | 76 | Home based Nintendo Wii fit training | Clinical based exercises targeting postural stability of the patients | 2.5–3 | Total of 21 sessions, 50 min duration/session, 7 successive weeks | BBS,ABC10-MWT, DGI | VR training at home significantly improved balance and postural instability compared to clinic based balance exercises in patients with PD. |
| Ferraz et al 2018 | 60 years of age | M/F: 37/25 | 62 | Functional training groupBicycle exercise group | Kinect adventure group | 2–3 | three 50-min sessions per week for 8 wks | 6MWT, 10MWT,SRT,PDQ-39 | This study found that exergaming can improve the ability to walk in older people with PD. However, they have the same effect compared to bicycle training and functional training. |
| Hao Feng et al 2019 | EG:67.47CG:66.93 | M/F:17/13 | 28 | VR training | conventional physical therapy | 2.5–04 | 45 each session, 5 days/week, total duration 12 wks | BBS, TUGT, UPDRS-III, and FGA | The study results depicted that balance and gait were improved significantly in VR training group. |
| Cikajlo et al 2019 | 2D group: 71.30 ±0 8.4, 3D group: 67.60 ±0 7.6 years old | M/F | 20 | 3D Oculus Rift CV1, Pick and place task in virtually created environment | Pick and place task in virtual environment | 02–03 | 10-session 3 wks | Leap motion controller, (BBT), and IMI | 3D immersive VR technology enhances the interest / pleasure worth resulting in robust and efficient physical functioning, and is a superior enhancement over 2D technology. |
| Yuan et al 2020 | EG: mean 67.8, CG: mean 66.5 | M/F: 11/13 | 24 | Interactive video-game–based exercise (IVGB) | No interactive video-game–based Exercise in control phase | 01–03 | 6–12 wks | BBS, SF-36, MFES, MSL | IVGB exercise training can improvise physical function as an alternate therapy regime among mild to moderate presentation of PD. |
| Su et al 2014 | EG: 64.76 CG: 64.71 | M/F:26/16 | 42 | projection-based VR system and balance board | projection-based VR system and balance board | 02–03 | 15 test trials for each difficulty level of selected game, with a 5-min break | Wii balance board kinematic variables such as peak velocity, end of movement | Varying the speed of moving objects in VR system has an impact on speed of arm and COP among PD patients |
| Barros et al 2014 | 45–85 y old | M/F | 15 | Virtual exercises such as aerobic and balance exercises | 02–04 | 14 session in total, twice per week (each session lasting for 40 min) | (UPDRS III), SE-ALD, FIM, and biomechanical analysis of gait | Nintendo Wii Fit Plus platform training was effective and efficient in a short time period for improving gait. | |
| Mirelman et al 2014 | Mean: 67.1 | M/F: 14/6 | 20 | VR and treadmill training | VR without treadmill training | 02–03 | 6 wks (three sessions per wk) | Accelerometer, UPDRS- III, (PDQ-39), MCA | Treadmill training + VR significantly improve physical performance and gait. |
| Ilaria Carpinella et al 2016 | Average 70 y | M/F | 42 | Game pad system | Structured physiotherapy without feedback | 02–04 | 20 sessions of 45 min each, 3 times a wk | BBS, 10 meter walk test, Tele-healthcare Satisfaction questionnaire | Statistically significant between-group differences in BBS p0 =0 0.047 |
| Moon et al 2020 | EG: mean 63.38, CG: mean 62.14 | M/F: 10/5 | 15 | balance training using Wii Fit (BTWF)+ traditional occupational therapy | traditional occupational therapy | 02–03 | 3 times/ week, in total for 8 weeks and 30 minutes of Wii fit training in each single session | BBS, TUG, MBI | The Wii Fit training resulted in significant changes in BBS score in comparison to the control group. |
| Lee et al 2015 | EG: mean 68.4, CG: mean 70.1 | M/F: 10/10 | 20 | VR dance exercise plus neurodevelopment training plus functional electrical stimulation | neurodevelopment training plus functional electrical stimulation | 6 wks | BBS, the MBI Index, and the BDI | VR dance exercises have a positive effect on balance, the ADLs and the depression status of Parkinson’s patients with P value0 <0 0.05. | |
| Tollar et al 2018 | EXE:70.00 ±0 4.69 CYC:70.60 ±0 4.10 CON: 67.50 ±0 4.28 | M/F36/38 | 74 | Exergaming | Stationary cycling (CYC) andWaitlist | 2–3 | 60 min/d 5 d/w5 w | PDQ-39BBS | VR group improved significantly in BBS scores in comparison to the control group. |
| Ribas et al 2017 | 610 ±0 9.11 | M/F8/12 | 20 | ExergamingWii fit games | Conventional exercise | 1–3 | 30 m/d2 d/w12 wks | BBSPDQ-39 | Short-term, significant improvements in BBS. |