System Immersion in Virtual Reality-Based Rehabilitation of Motor Function in Older Adults: A Systematic Review and Meta-Analysis

被引:29
|
作者
Hoeg, Emil Rosenlund [1 ]
Povlsen, Tina Myung [2 ]
Bruun-Pedersen, Jon Ram [1 ]
Lange, Belinda [3 ]
Nilsson, Niels Christian [1 ]
Haugaard, Kristian Birkemose [2 ]
Faber, Sune Molgard [2 ]
Hansen, Soren Willer [2 ]
Kimby, Charlotte Kira [2 ]
Serafin, Stefania [1 ]
机构
[1] Aalborg Univ, Tech Fac IT & Design, Dept Architecture Design & Media Technol, Multisensory Experience Lab, Copenhagen, Denmark
[2] VihTek Res & Test Ctr Hlth Technol Capital Reg Den, Glostrup, Denmark
[3] Flinders Univ S Australia, Caring Futures Inst, Coll Nursing & Hlth Sci, Adelaide, SA, Australia
来源
关键词
virtual reality; rehabilitation; immersive displays; older adults; balance; functional mobility; pain; systematic review; EXPOSURE THERAPY; BALANCE; PAIN; HEALTH; WII; INTERVENTION; FEASIBILITY; DISORDERS; ADHERENCE; EXERCISES;
D O I
10.3389/frvir.2021.647993
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Background: As the elderly population continues to grow, so does the demand for new and innovative solutions to tackle age-related chronic diseases and disabilities. Virtual Reality (VR) has been explored as a novel therapeutic tool for numerous health-related applications. Although findings frequently favors VR, methodological shortcomings prevent clinical recommendations. Moreover, the term "VR" is frequently used ambiguously to describe e.g., video games; the distinction remains vague between immersive VR (IVR) systems and non-immersive VR (NVR). With no distinct demarcation, results of outcome measures are often pooled in meta-analyses, without accounting for the immersiveness of the system.Objective: This systematic review focused on virtual reality-based rehabilitation of older adults (+60) in motor rehabilitation programs. The review aims to retrospectively classify previous studies according to the level of immersion, in order to get an overview of the ambiguity-phenomenon, and to utilize meta-analyses and subgroup analyses to evaluate the comparative efficacy of system immersion in VR-based rehabilitation.Methods: Following PRISMA guidelines, we conducted a systematic search for randomized controlled trials, describing virtual rehabilitation or video games interventions for older adults (+60). Main outcomes were pain, motivation, mobility, balance, and adverse events.Results: We identified 15 studies which included 743 patients. Only three studies utilized IVR. The rest used various NVR-equipment ranging from commercial products (e.g., Nintendo Wii), to bespoke systems that combine tracking devices, software, and displays. A random effects meta-analysis of 10 studies analyzed outcome measures of mobility, balance, and pain. Protocols and dosage varied widely, but outcome results were in favor of immersive and non-immersive interventions, however, dropout rates and adverse events were mostly in favor of the control.Conclusions: We initialize a call-for-action, to distinguish between types of VR-technology and propose a taxonomy of virtual rehabilitation systems based on our findings. Most interventions use NVR-systems, which have demonstrably lower cybersickness-symptoms than IVR-systems. Therefore, adverse events may be under-reported in RCT-studies. An increased demand for IVR-systems highlight this challenge. Care should be given, when applying the results of existing NVR tools to new IVR-technologies. Future studies should provide more detail about their interventions, and future reviews should differentiate between NVR and IVR.
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页数:18
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