Effects of Non-Immersive Virtual Reality and Video Games on Walking Speed in Parkinson Disease: A Systematic Review and Meta-Analysis
Abstract
:1. Introduction
2. Materials and Methods
2.1. Search Strategy
2.2. Eligibility Criteria
2.3. Selection Process and Data Extraction
2.4. Qualitative and Quantitative Assessment of Treatment Effects
3. Results
3.1. Assessment of Methodological Quality of the Studies
3.2. Synthesis of Results
3.3. Risk of Bias
3.4. Participant Characteristics
3.5. Intervention Characteristics
3.5.1. Commercial Systems Adapted for Therapeutic Use in Patients
- Nintendo Wii Balance Board (WBB)
- D’Alencar et al. [36] carried out an intervention based on seven Wii Fit virtual games with the Wii Balance Board (WBB) platform that required active movements from the participants during 35-minute sessions. The results were compared with a control group that received HR sessions of similar duration.
- Liao et al. [37] adapted the use of the Wii Fit Plus and the Wii Fit Balance Board to perform a 45-minute intervention protocol divided into three exercise modes (10 minutes of yoga, 20 minutes of balance, and 15 minutes of training strength), along with an additional 15 minutes of treadmill training. This group was compared with two groups. One of them received treadmill and CPT treatment for the same duration as the VR group, and the remaining group (called the control group) only received fall prevention talks.
- Kinect Xbox 360 (KX)
- De Melo et al. [38] chose the game “Your shape Fitness Evolved 2012”. In this video game, the patient had to perform during 20-minute sessions by simulating walking and running movements and using knee lifts without moving from his position. They also compared the effect of this intervention on two other groups. The first received CPT sessions and the second received treadmill training sessions.
- Ferraz et al. [39] used a 30-minute intervention with the game "Kinect Adventures" for the experimental group. The patient was asked by the avatar that appeared on the screen to perform full-body movements to achieve goals with the avatar that appeared on the screen. They compared the intervention with two additional groups, both of which performed 30-minute sessions of aerobic exercise (via cycle ergometer or functional exercises). In addition to their specific intervention, all groups performed stretching, warm-ups, and breathing exercises for 20 minutes.
3.5.2. Combination of Treadmill + VR (Images on a Screen of an Avatar of Themselves)
3.6. Effects of Intervention
3.6.1. Comparation 1. Gait Speed
3.6.2. Comparation 2. Balance
4. Discussion
4.1. Walking Speed
4.2. Balance and Quality of Life
4.3. Limitations
4.4. Clinical Implications
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Conflicts of Interest
References
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Database | Search Terms | Records |
---|---|---|
Web of Science | TOPIC: (“parkinson disease” OR “parkinson´s disease”) AND (“virtual reality” OR feedback OR “video games” OR “Kinect” OR “Wii”) AND (“gait speed” OR “gait velocity” OR “walking speed”) NOT (“Telerehabilitation" OR home*) | 28 |
Scopus | TITLE-ABS-KEY (“parkinson disease” OR “parkinson´s disease") AND (“virtual reality” OR feedback OR “video games” OR “Kinect” OR “Wii”) AND (“gait speed” OR “gait velocity” OR “walking speed”) AND NOT (“Telerehabilitation” OR home*) | 60 |
PEDro | “parkinson disease” “virtual reality” “video games” | 7 |
Medline | (“parkinson disease” OR “parkinson´s disease”) AND (“virtual reality” OR feedback OR “video games” OR “Kinect” OR “Wii”) AND (“gait speed” OR “gait velocity” OR “walking speed”) NOT (“Telerehabilitation” OR home*) | 22 |
Total | 117 |
Study | D’Alencar et al., 2015 [36] | Liao et al., 2015 [37] | De Melo et al., 2018 [38] | Ferraz et al., 2018 [39] | Fundarò et al., 2019 [40] | |
---|---|---|---|---|---|---|
Is the basic study design valid for a randomized controlled trial? | Did the study address a clearly focused research question? | YES | YES | YES | YES | YES |
Was the assignment of participants to interventions randomized? | UNK | YES | YES | YES | NO | |
Were all participants who entered the study accounted for at its conclusion? | YES | YES | YES | YES | YES | |
Was the study methodologically sound? | Were the participants and investigators ”blind”? | NO | NO | NO | NO | NO |
Were the study groups similar at the start of the randomized controlled trial? | NO | YES | YES | YES | YES | |
Did each study group receive the same level of care? | YES | YES | YES | YES | YES | |
What are the results? | Were the effects of the intervention reported comprehensively? | YES | YES | YES | YES | YES |
Was the precision of the estimate of the intervention or treatment effect reported? | YES | YES | YES | YES | YES | |
Do the benefits of the experimental intervention outweigh the harms and costs? | YES | YES | YES | YES | YES | |
Will the results help locally? | Can the results be applied to your local population/in your context? | YES | YES | YES | YES | YES |
Would the experimental intervention provide greater value to the people in your care than any of the existing interventions? | YES | YES | YES | YES | YES | |
Total | 8/11 | 10/11 | 10/11 | 10/11 | 9/11 |
Author (y) LE, GR | Study Design | Age Mean | Sample | Stage * (Mean) | Levels of Immersion-Intervention-FB | Sessions | Outcome Measures | Results |
---|---|---|---|---|---|---|---|---|
D’Alencar et al. (2015) B, 2b [36] | RCT | 70 | IG = 15 CPTG = 16 | IG = 2.2 CPTG = 2.3 |
| 10 ses 35 m/ses 3 d/wk | 10MWT | No statistically significant improvement in ws post-intervention. Correlation between Parkinson disease stage and ws. |
Liao et al. (2015) A, 1b [37] | RCT | 66 | IG = 12 CPTG = 12 CG = 11 | GE = 2 CPTG = 2 CG = 1.9 |
| 12 ses 40 m/ses 2 d/wk | STP (GAITRite); FGA; Dynamometer; SOT | IG and CPTG significant improvements in stride length, speed, and FGA over CG (post one-month follow-up). No difference between IG and CPTG. SOT: Significant improvements in IG and CPTG over CG in visual (post, one-month). Improvements in vestibular in IG with respect to CG. |
De Melo et al. (2018) A, 1b [38] | RCT | 62 | IG = 12 TG = 13 CPTG = 12 | IG = 1.4 TG =1.5 CPTG = 2.08 |
| 12 ses 20 m/ses 3 d/wk | UPDRS; 6MWT; IMU | Statistically significant increase in ws of IG and TG with respect to CPTG. |
Ferraz et al. (2018) A, 1b [39] | RCT | 69 | IG = 20 CPTG = 22 CEG = 20 | IG = 2.5 CPTG = 2.5 CEG = 2.5 |
| 18 ses 30 m/ses 3 d/8wk | UPDRS; PDQ-39; 6MWT; 10MWT | Only IG achieved significant improvements in 10 MWT. IG also showed significant improvements in 6MWT and PDQ-39 as well as the other two groups. |
Fundarò et al. (2019) B, 2b [40] | NRS | 68 | VRLG = 10 CPTG = 10 | VRLG = 2.5 CPTG = 2.5 |
| 20 ses 30 m/ses 5 d/wk | UPDRS; FIM; 10MWT; Speed in Lokomat; VR score | Only CPTG improved in 10MWT significantly without significant differences in VRLG. VRLG had significant improvements in the speed of the Lokomat treadmill and the VR score, although inversely correlated with the results of 10MWT. |
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Navarro-Lozano, F.; Kiper, P.; Carmona-Pérez, C.; Rutkowski, S.; Pinero-Pinto, E.; Luque-Moreno, C. Effects of Non-Immersive Virtual Reality and Video Games on Walking Speed in Parkinson Disease: A Systematic Review and Meta-Analysis. J. Clin. Med. 2022, 11, 6610. https://doi.org/10.3390/jcm11226610
Navarro-Lozano F, Kiper P, Carmona-Pérez C, Rutkowski S, Pinero-Pinto E, Luque-Moreno C. Effects of Non-Immersive Virtual Reality and Video Games on Walking Speed in Parkinson Disease: A Systematic Review and Meta-Analysis. Journal of Clinical Medicine. 2022; 11(22):6610. https://doi.org/10.3390/jcm11226610
Chicago/Turabian StyleNavarro-Lozano, Francisco, Pawel Kiper, Cristina Carmona-Pérez, Sebastian Rutkowski, Elena Pinero-Pinto, and Carlos Luque-Moreno. 2022. "Effects of Non-Immersive Virtual Reality and Video Games on Walking Speed in Parkinson Disease: A Systematic Review and Meta-Analysis" Journal of Clinical Medicine 11, no. 22: 6610. https://doi.org/10.3390/jcm11226610
APA StyleNavarro-Lozano, F., Kiper, P., Carmona-Pérez, C., Rutkowski, S., Pinero-Pinto, E., & Luque-Moreno, C. (2022). Effects of Non-Immersive Virtual Reality and Video Games on Walking Speed in Parkinson Disease: A Systematic Review and Meta-Analysis. Journal of Clinical Medicine, 11(22), 6610. https://doi.org/10.3390/jcm11226610