Effects of Non-Immersive Virtual Reality and Video Games on Walking Speed in Parkinson Disease: A Systematic Review and Meta-Analysis

被引:5
|
作者
Navarro-Lozano, Francisco [1 ]
Kiper, Pawel [2 ]
Carmona-Perez, Cristina [3 ,4 ]
Rutkowski, Sebastian [5 ]
Pinero-Pinto, Elena [6 ]
Luque-Moreno, Carlos [1 ,6 ,7 ]
机构
[1] Univ Cadiz, Fac Nursing & Physiotherapy, Cadiz 11009, Spain
[2] IRCCS San Camillo Hosp, Lab Healthcare Innovat Technol, I-30126 Venice, Italy
[3] Univ Cordoba, Dept Nursing Pharmacol & Physiotherapy, Cordoba 14004, Spain
[4] Ctr Recuperac Neurol Cordoba CEDANE, Cordoba 14005, Spain
[5] Opole Univ Technol, Dept Phys Educ & Physiotherapy, PL-45758 Opole, Poland
[6] Univ Seville, Dept Fisioterapia, Seville 41009, Spain
[7] Inst Biomed Sevilla IBIS, Seville 41013, Spain
关键词
Parkinson disease; gait disorders; neurologic; virtual reality; exergames; quality of life; PHYSICAL-THERAPY; MOTOR ASPECTS; REHABILITATION; ABILITY;
D O I
10.3390/jcm11226610
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
People with Parkinson disease suffer from a loss of dopaminergic neurons, which are involved in walking speed. Currently, virtual reality (VR) has emerged as a useful tool for the rehabilitation of people with neurological diseases, optimizing results in balance and gait. This review aimed to evaluate the effectiveness of VR or video games (through face-to-face sessions and not telerehabilitation) in improving walking speed and other spatio-temporal parameters of gait, balance, and quality of life in patients with Parkinson disease. A bibliographic search was carried out in the MEDLINE, Web of Science, Scopus, and PEDro databases. This systematic review adhered to the PRISMA guideline statement and was registered in PROSPERO (CRD42020180836). From a total of 119 records, 5 studies met the inclusion criteria for qualitative analysis, of which 3 contributed to the meta-analysis; inconclusive findings were found on gait speed, balance, and quality of life after the use of non-immersive VR systems face-to-face. A greater number of studies are necessary, with a greater number of participants, to differentiate between those VR specific systems (specifically designed for rehabilitation) from commercial video games, including immersive systems, and obtain more conclusive evidence. Furthermore, it would be interesting to compare the administration of this treatment in person versus its administration via telerehabilitation, which will help plan treatment programs.
引用
收藏
页数:15
相关论文
共 50 条
  • [31] Walking training associated with virtual reality-based training increases walking speed of individuals with chronic stroke: systematic review with meta-analysis
    Rodrigues-Baroni, Juliana M.
    Nascimento, Lucas R.
    Ada, Louise
    Teixeira-Salmela, Luci F.
    BRAZILIAN JOURNAL OF PHYSICAL THERAPY, 2014, 18 (06) : 502 - U112
  • [32] A systematic review and meta-analysis on the effect of virtual reality-based rehabilitation for people with Parkinson’s disease
    Sun-Ho Kwon
    Jae Kyung Park
    Young Ho Koh
    Journal of NeuroEngineering and Rehabilitation, 20
  • [33] The role of virtual reality on outcomes in rehabilitation of Parkinson's disease: meta-analysis and systematic review in 1031 participants
    Triegaardt, Joseph
    Han, Thang S.
    Sada, Charif
    Sharma, Sapna
    Sharma, Pankaj
    NEUROLOGICAL SCIENCES, 2020, 41 (03) : 529 - 536
  • [34] Virtual reality balance training to improve balance and mobility in Parkinson's disease: a systematic review and meta-analysis
    Sarasso, Elisabetta
    Gardoni, Andrea
    Tettamanti, Andrea
    Agosta, Federica
    Filippi, Massimo
    Corbetta, Davide
    JOURNAL OF NEUROLOGY, 2022, 269 (04) : 1873 - 1888
  • [35] The role of virtual reality on outcomes in rehabilitation of Parkinson’s disease: meta-analysis and systematic review in 1031 participants
    Joseph Triegaardt
    Thang S. Han
    Charif Sada
    Sapna Sharma
    Pankaj Sharma
    Neurological Sciences, 2020, 41 : 529 - 536
  • [36] Effect of Virtual Reality on Balance in Individuals With Parkinson Disease: A Systematic Review and Meta-Analysis of Randomized Controlled Trials
    Chen, Yi
    Gao, Qiang
    He, Cheng-Qi
    Bian, Rong
    PHYSICAL THERAPY, 2020, 100 (06): : 933 - 945
  • [37] Effect of virtual reality on balance and gait ability in patients with Parkinson's disease: a systematic review and meta-analysis
    Wang, Bo
    Shen, Min
    Wang, Yan-xue
    He, Zhi-wen
    Chi, Shui-qing
    Yang, Zhao-hui
    CLINICAL REHABILITATION, 2019, 33 (07) : 1130 - 1138
  • [38] Virtual reality balance training to improve balance and mobility in Parkinson’s disease: a systematic review and meta-analysis
    Elisabetta Sarasso
    Andrea Gardoni
    Andrea Tettamanti
    Federica Agosta
    Massimo Filippi
    Davide Corbetta
    Journal of Neurology, 2022, 269 : 1873 - 1888
  • [39] A systematic review and meta-analysis on the effect of virtual reality-based rehabilitation for people with Parkinson's disease
    Kwon, Sun-Ho
    Park, Jae Kyung
    Koh, Young Ho
    JOURNAL OF NEUROENGINEERING AND REHABILITATION, 2023, 20 (01)
  • [40] Effects of active video games on children and adolescents: A systematic review with meta-analysis
    Oliveira, Crystian B.
    Pinto, Rafael Z.
    Saraiva, Bruna T. C.
    Tebar, William R.
    Delfino, Leandro D.
    Franco, Marcia R.
    Silva, Claudiele C. M.
    Christofaro, Diego G. D.
    SCANDINAVIAN JOURNAL OF MEDICINE & SCIENCE IN SPORTS, 2020, 30 (01) : 4 - 12