Virtual reality in the rehabilitation of patients with stroke: an integrative review

Virtual reality in the rehabilitation of patients with stroke: an integrative review
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DOI:
10.1590/0004-282x20190025
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发表时间:
2019-04-01
影响因子:
1.4
通讯作者:
Dutra, Fabiana Caetano Martins Silva e
Dutra, Fabiana Caetano Martins Silva e
中科院分区:
医学4区
文献类型:
--
作者:
Aramaki, Alberto Luiz;Sampaio, Rosana Ferreira;Dutra, Fabiana Caetano Martins Silva e

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目的:描述将商业电子游戏作为虚拟现实(VR)应用于脑卒中患者康复的干预方案。方法:以Lilacs和PubMed数据库中的“康复”、“虚拟现实暴露疗法”和“视频游戏”为主题词进行综合评价。2011年至2018年发表的文章被选为研究对象。结果:共检索到1396篇文献,排除1383篇,纳入13篇。大多数文章都是2014年或以后发表的随机临床试验。样本大小从5-47名患有慢性中风的成年人或成年人和老年人不等。任天堂Wii(R)是使用最多的视频游戏系统。干预每周进行2~3次,每次30~60分钟,持续2~12周。平衡、上肢运动功能、生活质量和日常生活能力是最常见的评估结果。Fugl-Meyer评估、Berg平衡量表、Timed Up and Go测试、Barthel量表和SF-36是最常用的结果测量工具。结论:VR康复后患者的动态平衡、上肢运动功能及生活质量均有改善。VR治疗动态平衡的效果明显优于常规治疗。两项研究没有发现静态平衡和日常生活活动有任何变化。身体方面和生活质量是研究人员评估最多的结果;患有慢性中风和长期低强度方案的人群也是如此。很少有研究针对即时虚拟现实效应、日常生活活动中的表现和社会参与。
Objective: To describe the intervention protocols to using commercial video games as virtual reality (VR) in rehabilitation of patients with stroke. Methods: Integrative review using the descriptors "rehabilitation", "virtual reality exposure therapy" and "videogames" in the LILACS and PUBMED databases. Articles published from 2011 to 2018 were selected. Results: We found 1,396 articles, 1,383 were excluded and 13 were selected. Most of the articles were randomized clinical trials published in 2014 or later. The sample size varied from 5-47 adults, or adults and elders, with chronic stroke. The Nintendo Wii (R) was the most used video game system. The intervention happened two or three times a week, each session lasting from 30 to 60 minutes, over 2-12 weeks. Balance, upper limb motor functions, quality of life and daily living activities were the most common evaluated outcomes. The Fugl-Meyer Assessment, Berg Balance Scale, Timed Up and Go test, Barthel Scale and SF-36 were the most common outcome measurement tools. Conclusions: The studies indicated improvement in dynamic balance, upper limb motor function and quality of life after rehabilitation using VR. The VR was more effective than conventional treatments for the outcome of dynamic balance. Two studies did not find any changes in static balance and daily living activities. Physical aspects and quality of life were the outcomes most evaluated by the researchers; as were the population with chronic strokes and protocols of long duration and low intensity. Few studies targeted immediate VR effects, performance in daily living activities and social participation.