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
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