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Use of virtual reality-based training in different fields of rehabilitation: A systematic review and meta-analysis.
Journal of Rehabilitation Medicine 2020 October 20
OBJECTIVES: To analyse the effectiveness of virtual reality-based interventions within several fields of rehabilitation, and to investigate whether the outcomes of virtual reality-based interventions, in terms of upper or lower limb function, gait and balance, differ with respect to the virtual reality system used.
METHODS: A search of MEDLINE database resulted in an initial total of 481 records. Of these, 27 articles were included in the study. A final total of 20 articles, published between 2012 and 2019, were included in the study. Two independent reviewers selected potentially relevant articles based on the inclusion criteria for full-text reading. They extracted data, and evaluated the methodological quality of each study.
RESULTS: Seventeen studies were included in the meta-analysis. Eight studies analysed upper limb function, with no significant effect on pooled all measures. Regarding Fugl-Meyer scale results, the effect of specialized virtual reality therapy was found to be significantly better than conventional treatment. No significant differences were observed in effects on hand dexterity and gait. There was a significant difference in effects on balance between specialized virtual reality and conventional treatment. Gaming virtual reality was significantly better than conventional treatment for upper limb function, but not for hand dexterity, gait and balance.
CONCLUSION: Use of specialized virtual reality and gaming virtual reality can be advantageous for treatment of the upper extremity, but not for hand dexterity and gait. Specialized virtual reality can improve balance.
METHODS: A search of MEDLINE database resulted in an initial total of 481 records. Of these, 27 articles were included in the study. A final total of 20 articles, published between 2012 and 2019, were included in the study. Two independent reviewers selected potentially relevant articles based on the inclusion criteria for full-text reading. They extracted data, and evaluated the methodological quality of each study.
RESULTS: Seventeen studies were included in the meta-analysis. Eight studies analysed upper limb function, with no significant effect on pooled all measures. Regarding Fugl-Meyer scale results, the effect of specialized virtual reality therapy was found to be significantly better than conventional treatment. No significant differences were observed in effects on hand dexterity and gait. There was a significant difference in effects on balance between specialized virtual reality and conventional treatment. Gaming virtual reality was significantly better than conventional treatment for upper limb function, but not for hand dexterity, gait and balance.
CONCLUSION: Use of specialized virtual reality and gaming virtual reality can be advantageous for treatment of the upper extremity, but not for hand dexterity and gait. Specialized virtual reality can improve balance.
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