Background Virtual reality (VR) balance training is increasingly being pursued in biomedical research, specifically with respect to investigating balance ability with VR. However, existing systematic reviews have found inconsistent conclusions about the efficacy of VR in improving balance in Parkinson disease (PD) patients. Objective The goal of the research was to evaluate the impact of VR balance training on the balance ability of patients with PD. Methods All major databases, including Web of Science, PubMed, Scopus, China National Knowledge Infrastructure, and Wanfang, were searched to identify all relevant studies published in English or Chinese since September 15, 2010. Two researchers independently conducted document retrieval, study selection, data extraction, and methodological quality evaluation. Results A total of 16 randomized controlled trials were analyzed (n=583 patients with PD), with the methodological quality evaluation score ranging from 5 to 8 points. A random effects model was selected to combine effect sizes. Meta-analysis showed that the balance ability of PD was significantly improved after VR training compared with the control group (standardized mean difference [SMD] 2.127, 95% CI 1.202 to 3.052, P<.001, I2=95.1, df=15). It is worth noting that the intervention platform may be the main reason for heterogeneity. Meta regression analysis showed that no training program could predict the impact of VR training (P=.57 to .94) on PD balance ability. Subgroup result showed that a single training time of 0 to 20 minutes (SMD 6.446), 4 to 6 times per week (SMD 4.067), training for 3 to 5 weeks (SMD 62.478), training course reached more than 30 times (SMD 4.405), and 201 to 300 minutes per week (SMD 4.059) maybe have more benefit. Conclusions A systematic review and meta-analysis confirmed that VR balance training is a highly effective means to improve balance performance with large effects in PD. In addition, we preliminarily extracted dose-effect relationships for training volume, informing clinicians and practitioners to design effective VR balance training for balance ability. Further research is needed to reveal optimal dose-response relationships following VR balance training.
IntroductionNeck-specific exercises (NSEs) are commonly used for the treatment of chronic non-specific neck pain (CNSNP). However, it remains unclear whether baseline features can predict the response to neck-specific exercise (NSE) in people with CNSNP. This systematic review aims to assess whether baseline features such as age, gender, muscle activity, fatigability, endurance and fear of movement can predict pain and disability reduction following a NSE intervention.Methods and analysisThis systematic review and meta-analysis will be reported in line with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) Protocols guidelines checklist. The Web of Science, PubMed, Scopus, MEDLINE, Embase and CINAHL databases; key journals; and grey literature will be searched up until June 2023, including medical subject heading terms and keywords combinations. Included studies will investigate an association between the baseline features and pain and disability outcomes following NSE in people with CNSNP. Two independent reviewers will oversee the searching, screening, data extraction and assessment of risk of bias. The risk of bias will be assessed using the Risk Of Bias In Non-randomised Studies of Interventions (ROBINS-I) and Risk-Of-Bias tool for randomised trials 2 (ROB 2). The quality of evidence will be assessed using the Grading of Recommendations Assessment, Development and Evaluation approach (GRADE). Using standardised forms, details regarding study characteristics, baseline features (predictive factors), intervention, primary outcome and effect size (OR and 95% CI of each predictive factor and p value) will be extracted from included studies. Meta-analyses will be considered, if the studies are sufficiently homogeneous and if three or more studies investigate the same or comparable factors that predict the same response (pain intensity or disability). In the event that less than three studies investigated the same factors, a narrative synthesis will be conducted.Ethics and disseminationEthical approval will not be required as this review will be based on published studies. The results of this study will be submitted to a peer-reviewed journal and presented at conferences.PROSPERO registration numberCRD42023408332.
BACKGROUND Virtual reality (VR) balance training are increasingly being pursued in biomedical research and specifically with respect to investigating the balance ability with VR .However, Existing systematic reviews have found inconsistent conclusions about the efficacy of VR in improving balance in parkinson’s disease patients (PD). OBJECTIVE To evaluate the impact of VR balance training on the balance ability of patients with PD. METHODS All major databases, including Web of Science, PubMed, Scopus, China National Knowledge Infrastructure (CNKI) and Wanfang, were searched to identify all relevant studies published in English or Chinese since September 15th, 2010. Two researchers independently conducted document retrieval, study selection, data extraction, and methodological quality evaluation. RESULTS 16 randomized controlled trials were analyzed (N = 583 patients with PD), with the methodological quality evaluation score ranging from 5 to 8 points. A random effects model was selected to combine effect sizes. Meta-analysis showed that the balance ability of PD was significantly improved after VR training compared with the control group.(standardized mean difference(SMD) = 2.127, 95% confidence interval [CI] = 1.202 - 3.052, P < 0.01, I2 = 95.1, df = 15). It is worth noting that intervention platform may be the main reason for heterogeneity. Meta regression analysis showed that no training program could predict the impact of VR training (P = 0.567-0.938) on PD balance ability. CONCLUSIONS The present meta-analysis verifies the potential rehabilitative effects of VR balance training for Parkinson disease.
BACKGROUND Virtual reality (VR) training is a promising intervention strategy, which has been utilized in healthcare fields like stroke rehabilitation and psychotherapy. The current study suggests that, VR training is effective in improving the locomotor ability of individuals with stroke patients. OBJECTIVE This is the first meta-meta-analysis of the effects of virtual reality on motor function in stroke patients. This study aimed to systematically summarize and quantify the present meta-analyses results of VR training, and produce high-quality meta-meta-analysis results to obtain a more accurate prediction. METHODS We searched four online databases (Web of Science, Scopus, PubMed, and Chinese National Knowledge Infrastructure) for the meta-analysis studies. After accounting for the overlap, ten studies (almost 550 stroke patients) were obtained. Based on the meta-meta-analysis of these patients, this study quantified the impact of VR training on stroke patients’ motor performance, mainly including upper limb function, balance, and walking ability. We combined the effects under the random effect model and pooled the estimates as standardized mean differences (SMD). RESULTS The results of the meta-meta analysis showed that VR intervention effectively improved the upper limb function (SMD= 4.606, 95% confidence interval (Cl): 2.733-6.479, P< 0.05) and balance (SMD=2.101, 95%Cl:0.202-4.000, P< 0.05) of stroke patients. However, the results showed considerable heterogeneity, and thus, may need to be treated with caution. Due to the limited research, the meta-meta-analysis of walking ability was not performed. CONCLUSIONS These findings represent a comprehensive body of high-quality evidence that, VR interventions were more effective at improving the upper limb function and balance of stroke patients.
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