| Literature DB >> 36210874 |
Milad Ahmadi Marzaleh1, Mahmoudreza Peyravi1, Negar Azhdari2, Kambiz Bahaadinbeigy3, Roxana Sharifian4, Taha Samad-Soltani5, Fatemeh Sarpourian4.
Abstract
Background and Aims: The COVID-19 pandemic has changed people's lifestyles as well as the way healthcare services are delivered. Undoubtedly, the difficulties associated with COVID-19 infection and rehabilitation and those associated with quarantine and viral preventive efforts may exacerbate the need for virtual reality to be used as a part of a complete rehabilitation strategy for these individuals. Thus, the present research aimed to evaluate the potential uses of virtual reality for the rehabilitation of individuals suffering from COVID-19.Entities:
Keywords: COVID‐19; health; rehabilitation; virtual reality
Year: 2022 PMID: 36210874 PMCID: PMC9528946 DOI: 10.1002/hsr2.853
Source DB: PubMed Journal: Health Sci Rep ISSN: 2398-8835
Search strategy for the application of virtual reality for COVID‐19 individuals' rehabilitation
| PIO | #1 AND #2 AND #3 | Strategy |
|---|---|---|
| P | COVID‐19 | #1 |
| I | VR | #2 |
| O | Rehabilitation | #3 |
Figure 1PRISMA flow diagram for the paper screening approach
Types of the selected papers
| Study | Percentage (%) | Number | References |
|---|---|---|---|
| Cross‐sectional | 33 | 1 | [ |
| Randomized controlled clinical trial | 33 | 1 | [ |
| Case report | 33 | 1 | [ |
An overview of the applications as well as the most often observed types and products of virtual reality for the rehabilitation of individuals with COVID‐19
| Virtual reality applications | References | Percentage (%) |
|---|---|---|
| Cognitive rehabilitation | [ | 66 |
| Physical rehabilitation | [ | 33 |
|
| ||
| Immersed | [ | 66 |
| Non‐immersed | [ | 33 |
|
| ||
| Game | [ | 66 |
A summary form of the ultimately selected papers
| Nos. | Corresponding author/title/reference | Aim | Population | Sample | Country | Year | Design | Tools | Methodology | Results | Conclusion |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 |
Laura Kolbe et al. Use of virtual reality in the inpatient rehabilitation of COVID‐19 patients. | The purpose of this descriptive research was to determine the possibility of offering virtual reality games to COVID‐19 patients and recovery personnel in New York City and to determine patient contentment and expected advantages of virtual reality. | COVID‐19 individuals and recovery personnel at New York City University Hospital | 13 COVID‐19 individuals and 11 recovery personnel at New York City University Hospital | United States | 2021 | Descriptive, cross‐sectional, qualitative |
Software: applied VR game. Hardware: SootheVR headset, PPE equipment and banner. Assessment scales: A 4‐item questionnaire assessing contentment and expected advantages of virtual reality. | This cross‐sectional research was conducted on 13 patients and 11 personnel in a COVID‐19 rehabilitation unit at the New York University Hospital using virtual reality games in three groups including directed meditation, discovering natural landscapes, and cognitive‐stimulation games. The sessions were limited to 30 min in length. Virtual reality games and headsets were also used to deliver cognitive rehabilitation services to hospitalized patients and recovery personnel. After their initial encounter with the games, the respondents were assessed. |
A pleasant 3D environment based on immersive virtual reality activities (– e.g., swimming with dolphins, singing with a bowl, etc.) was created in this study for cognitive rehabilitation of COVID‐19 individuals and health care workers at the University Hospital in New York. The participants had a favorable impression of virtual reality treatment. The results revealed that the median patient contentment was 9 and the mean contentment rate was 8.42 (on a scale from 1 to 10). However, the median contentment for health care workers was 10 and the mean contentment was 9.45 (on a scale of 1 to 10). This demonstrated their increased interest in and contentment with virtual reality treatment. Virtual reality, according to all participants, improved their therapy and well‐being. They also suggested it to others. The survey findings revealed increased users' engagement, immersion, enthusiasm, feeling of dealing with COVID‐19, and self‐care via this technology. | The findings of this study demonstrated the viability of providing virtual reality rehabilitation therapy during the COVID‐19 period and the participants' happiness with this treatment approach. This study showed that virtual reality might be used as a complete rehabilitation model to help patients cope with anxiety and loneliness during the pandemic. It could be beneficial to patients in this situation. As a result, additional research in the area of rehabilitation is required to better comprehend the advantages of virtual reality over conventional therapy. |
| 2 |
Talita Dias da Silva et al. Comparison between conventional intervention and non‐immersive virtual reality in the rehabilitation of individuals in an inpatient unit for the treatment of COVID‐19: A study protocol for a randomized controlled crossover trial. | This protocol research aimed to evaluate non‐immersion virtual reality therapy with standard physiotherapy approaches following hospitalization caused by COVID‐19. | Patients admitted to the COVID‐19 ward | 50 hospitalized patients with COVID‐19 | Brazil | 2021 | Randomized controlled crossover trial |
Software: G ∗ Power 3.1.5, SPSS 26.0, MoveHero software, and the Internet. Hardware: Computers and wearable sensors. Assessment scales: HRV (Heart Rate Variability), Barthel Index, TUG (Timed Up and Go), MRC (Medical Research Council), BRUMS (Brunel Mood Scale), ES (Enjoyment Scale), VASS (Visual Analogical Satisfaction Scale), Borg Scale, SaO2 (Oxygen saturation), RR (Respiratory rate), and HR (Heart rate). | During this study, 50 individuals aged 18–90 years who were hospitalized to undergo physiotherapy (physical rehabilitation) for an initial diagnosis of COVID‐19 were treated with two types of non‐immersion virtual reality games (exercise therapy using non‐immersion virtual reality games on the web platform) and conventional intervention (traditional musculoskeletal and cardiovascular physiotherapy). They were randomly split into two groups: group A (25 patients who received 10 min of virtual reality intervention in the morning and 10 min of conventional treatment in the evening) and group B (25 patients who received 10 min of conventional treatment in the morning and 10 min of virtual reality intervention in the evening). They were engaged in a crossover project for 2–8 days. All participants were examined twice (once at the beginning and once in the end) using psychological and motor evaluation questionnaires. |
Considering the importance of benefits from physical activity during hospitalization, VR software shows promise as a potential mechanism for improving physical activity. The results of this study may provide new insights into hospital rehabilitation. According to the findings of this study, both virtual reality therapies and conventional therapy increased motor, functional, and physiological indicators. However, virtual reality intervention was more appealing to patients because it increased patient involvement by offering feedback on the truthfulness or inappropriateness of workouts, running the game in a standing or sitting situation relying on the patient's potential, showing avatars at the bottom of the computer monitor, presenting music during the game, presenting marks from games, displaying the moment left until the end of the exercise, etc. As a result, this treatment technique was advised as a supplement to conventional treatments. | Virtual reality may bring fresh perspectives on how to utilize this technology to enhance the functionality and engagement of COVID‐19 individuals while they are in the hospital. Consequently, the findings of this study provide solid scientific evidence for the employment of virtual reality during rehabilitation. |
| 3 |
Michel E. van Genderen et al. Intensive care unit‐specific virtual reality for psychological recovery after ICU treatment for COVID‐19; A brief case report | The purpose of this study was to develop a virtual reality‐based intensive care center for the post‐discharge cognitive rehabilitation of COVID‐19 patients. | Patients with COVID‐19 | A 57‐year‐old man with COVID‐19 | Netherland | 2021 | Case‐report |
Software: intensive care unit‐specific virtual reality (ICU‐VR) software. Hardware: Virtual reality headset. Assessment scales: the hospital anxiety and depression scale (HADS) and impact of event scale‐revised (IES‐R) | In this study, six intensive care unit simulation sessions based on immersed virtual reality (video clip) were developed for cognitive rehabilitation of COVID‐19 patients following discharge. Before the intervention, 7 days after the intervention, and 6 months after the intervention, anxiety, and depression were assessed in the hospital setting. | According to the findings of this study, simulation based on immersed virtual reality in the ICU gave a positive experience in decreasing the psychological effects of patients following discharge from the ICU and was relatively useful in cognitive rehabilitation of individuals. Overall, the results indicated that using virtual reality as an energetic therapeutic strategy for individuals admitted to the COVID‐19 unit would result in patients' better comprehension of the ICU atmosphere. | This study found that virtual reality treatments could mitigate the psychological effects of COVID‐19, hence improving cognitive rehabilitation and living standards. In the present circumstances, virtual reality treatments are suggested to be used on a larger sample size. |