未经证实:脑瘫(CP)是影响儿童的最常见的运动障碍。本研究回顾了虚拟现实(VR)干预与常规理疗对CP患儿上肢功能的影响。
未经批准:在MEDLINE进行了搜索,EMBASE,PEDro,中部,WebofScience,CINAHL,ERIC,ICTRP,EU-CTR,ClinicalTrials.gov和EThOS数据库。仅包括随机对照试验(RCTs)。两名审稿人独立筛选搜索结果,评估全文文章,利用Cochrane协作偏倚风险(RoB2)工具提取数据并评价方法学质量。信天翁图用于合成数据。
未经批准:七个RCT,检查总共202名CP儿童的运动功能,包括。四项试验使用上肢技能质量测试(QUEST)作为结果衡量标准,三个试验使用了握力。这些结果指标用于开发两个信天翁图。来自地块的数据显示所包括研究的结果相互矛盾。
UNASSIGNED:VR在CP患儿上肢康复中的作用尚不清楚。所有纳入的研究都使用了商业非沉浸式VR游戏。未来需要高质量的临床研究来探索非沉浸式和沉浸式VR在儿童和青少年中的可行性和有效性。对康复的影响目前支持使用VR作为康复工具的证据是薄弱和不确定的。目前VR的使用仅依赖于商业非沉浸式VR(现成)游戏,这是不可调整的,以满足需求和治疗计划的目标。未来的研究需要研究沉浸式VR对儿童和青少年的治疗可行性。
Cerebral palsy (CP) is the commonest motor disability affecting children. This study reviewed the evidence for virtual reality (VR) intervention compared with conventional physiotherapy in upper limb function of children with CP.
Searches were undertaken in MEDLINE, EMBASE, PEDro, CENTRAL, Web of Science, CINAHL, ERIC, ICTRP, EU-CTR, ClinicalTrials.gov and EThOS databases. Only randomised-controlled trials (RCTs) were included. Two reviewers independently screened the search results, assessed full-text articles, extracted data and appraised the methodological quality by using the Cochrane collaboration\'s risk of bias (RoB2) tool. Albatross plots were used to synthesise the data.
Seven RCTs, examining motor function in a total of 202 children with CP, included. Four trials used the Quality of Upper Extremity Skills Test (QUEST) as an outcome measure, and three trials used grip strength. These outcome measures were utilised to develop two Albatross plots. Data from the plots showed contradictory findings of the included studies.
The effect of VR in the upper limb rehabilitation of children with CP remains unclear. All included studies used commercial non-immersive VR games. Future high-quality clinical research is needed to explore the extent to which non-immersive and immersive VR is feasible and effective with children and adolescents.IMPLICATIONS FOR REHABILITATIONThe current evidence supporting the use of VR as a rehabilitative tool is weak and uncertain.The current use of VR relies only on commercial non-immersive VR (off-shelf) games, which are not adjustable to meet the demands and goals of therapy programmes.Future research is needed to study the therapeutic feasibility of immersive VR with children and adolescents.