背景:尿失禁(UI)是一个全球性的健康问题,主要影响全球女性人口。已经寻求不同的方法来管理UI,包括使用虚拟现实(VR)游戏的盆底肌肉训练(PFMT)。我们进行了这项研究,以评估VR游戏对盆底肌肉(PFM)康复和改善UI患者泌尿症状的有效性。
方法:我们已经纳入了在所有地理位置和环境中包含任何类型VR的研究,对发布日期没有任何限制。年龄,或性别。我们的排除标准包括评论,案例系列,病例报告,不可提取的数据,全文不可用,只有抽象的文章,并且研究没有显示VR作为UI治疗的效果。使用了预先指定的搜索词,并根据以下每个数据库的要求进行了修改:PubMed、WebofScience,Scopus,科克伦,谷歌学者,和科学直接。对于偏见风险评估,已经使用了两种评估工具:RCTs的ROB2.0和单臂研究的NIH.
结果:在从6个数据库中确定的915篇论文中,删除重复项后分配了341篇论文进行筛选,11篇论文有资格进行全文筛选,最终包括了4篇论文。结果的定性分析确定了六个结果,分为三个主要类别:PFM,泌尿症状,和生活质量。只有排尿丢失结果才有资格进行荟萃分析。游戏疗法+PFMT和PFMT之间的净效应达到MD=-5.49,95%CI[-12.36:1.38](异质性;I2=95%,p<0.01)。
结论:我们的研究强调了VR游戏作为UI患者盆底肌肉康复的一种有价值的辅助疗法的潜力。然而,需要进一步的研究来探索其长期有效性,最佳治疗参数,和成本效益。
背景:我们的协议已在PROSPERO(CRD42022384500)中注册。
BACKGROUND: Urinary Incontinence (UI) is a global health issue that mainly affects the female population worldwide. Different approaches have been sought for the management of UI including Pelvic floor muscle training (PFMT) using Virtual Reality (VR) gaming. We conducted this study to evaluate the effectiveness of VR gaming for rehabilitation of pelvic floor muscles (PFM) and improving urinary symptoms in patients with UI.
METHODS: We\'ve included studies that contain any type of VR in all geographic locations and settings with no restrictions on the date of publication, age, or gender. Our exclusion criteria include reviews, case series, case reports, unextractable data, unavailable full text, abstract only articles, and studies don\'t show the effects of VR as a treatment for UI. A pre-specified search term was used and modified according to the requirements of each of the following databases: PubMed, Web of Science, Scopus, Cochrane, Google scholar, and ScienceDirect. For risk of bias assessment, two assessment tools have been used: ROB 2.0 for RCTs and NIH for single arm studies.
RESULTS: Of 915 papers identified from 6 databases, 341 papers were assigned for screening after removing duplicates, 11 papers were eligible for full text screening, and 4 papers were finally included. The qualitative analysis of the results identifies six outcomes grouped into three primary categories: PFM, urinary symptoms, and quality of life. Only urinary loss outcome was eligible for meta-analysis. The net effect between Game therapy + PFMT and PFMT reached MD = -5.49, 95% CI [-12.36:1.38] (heterogeneity; I2 = 95%, p < 0.01).
CONCLUSIONS: Our research underscores the potential of VR gaming as a valuable adjunctive therapy for pelvic floor muscle rehabilitation in patients with UI. However, further studies are needed to explore its long-term effectiveness, optimal therapy parameters, and cost-effectiveness.
BACKGROUND: Our protocol has been registered in PROSPERO (CRD42022384500).