Non-Immersive Virtual Reality for Rehabilitation of the Older People: A Systematic Review into Efficacy and Effectiveness
Abstract
:1. Introduction
2. Methods
2.1. Literature Search and Study Selection
2.2. Study Selection
- Studies conducted on adult patients aged ≥65 years
- Studies devoted to use a non-immersive virtual reality in rehabilitation
- Studies including upper limb rehabilitation, lower limb rehabilitation, or cognitive rehabilitation
- Randomized clinical trials, with control group that received conventional rehabilitation therapy
- Before-after comparison of a single group
- Review articles
- Conference proceedings
- Studies for which the full text was not found
- Studies written in languages other than English
- Technical papers
- Qualitative studies
2.3. Data Collection
3. Results
3.1. Study Quality Evaluation
3.2. General Characteristics of the Study Population
3.3. Descriptive Analysis and Outcome Measures
3.4. Intervention Effects
4. Discussion
5. Conclusions
Author Contributions
Conflicts of Interest
Abbreviations
VR | Virtual Reality |
AD | Alzheimer disease |
PD | Parkinson disease |
MS | Multiple sclerosis |
RCTs | Randomized Controlled Trials |
EGs | experimental groups |
CGs | control groups |
BBS | Berg Balance Scale |
IADL | Instrumental activities of daily living |
MCI | Mild cognitive impairment |
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PEDro [32] | Walker et al., 2010 [24] RCT | Turolla et al., 2013 [25] RCT | Allain et al., 2014 [26] RCT | Saposnik et al., 2016 [27] RCT | Mirelman et al., 2016 [28] RCT | Seguera-Ortì et al., 2018 [29] RCT | Trevizan et al., 2018 [30] RCT | Pelosin et al., 2019 [31] RCT |
---|---|---|---|---|---|---|---|---|
Eligibility | Y | Y | Y | Y | Y | Y | Y | Y |
Randomized allocation | N | N | N | Y | Y | Y | Y | Y |
Concealed allocation | N | N | N | Y | Y | Y | Y | Y |
Baseline comparability | Y | Y | N | Y | N | N | N | N |
Blinded subject | N | N | N | N | N | N | N | N |
Blinded therapists | N | N | N | N | N | N | N | N |
Blinded raters | N | N | N | Y | Y | Y | Y | Y |
Key outcomes | Y | Y | Y | Y | Y | Y | Y | Y |
Intention to treat | N | N | N | Y | Y | Y | Y | N |
Comparison between groups | N | Y | Y | Y | Y | Y | Y | Y |
Precision and variability | Y | Y | Y | Y | Y | Y | Y | Y |
4/11 | 5/11 | 4/11 | 9/11 | 8/11 | 8/11 | 8/11 | 7/11 | |
Cochrane’s Risk of bias tool [33] | ||||||||
Sequence generation | N | N | N | Y | Y | Y | Y | Y |
Allocation concealment | N | N | N | Y | Y | Y | Y | Y |
Blinding of participants, personnel and outcome assessors. | N N N | N N N | N N N | N N Y | N N Y | N N Y | N N Y | N N Y |
Incomplete outcome data. | N | N | N | N | N | N | N | N |
Selective outcome reporting | Y | Y | Y | Y | Y | Y | Y | Y |
Other sources of bias | N | Y | Y | Y | Y | N | N | Y |
1/8 | 2/8 | 2/8 | 5/8 | 5/8 | 4/8 | 4/8 | 5/8 |
Population | Technological Devices | Intervention | Comparison | Outcome | |||
---|---|---|---|---|---|---|---|
Partecipants in Experimental Group | Partecipants in Control Group | Training Frequency | Intervention Group | Control Group | |||
Walker et al., 2010 [24] | 6 adults within 1-year post-stroke N = 6, 3 F/3 M Age: 54.3 years (range 41–70 years) | - | A partial body weight-support treadmill in conjunction with a television mounted on a stand in front of the treadmill to display the VR walkthrough environment. | 2 or 3 training sessions per week with partial body weight-supported tredmill with virtual reality system (total 12 training sessions). Initial training duration is 10 minutes; duration was progressed as tolerated. | - | (1) FGA scores increased by 30% (2) BBS scores improved by 10% (3) Overground walking speed increased by 38% | |
Turolla et al., 2013 [25] | n = 263 post-stroke patients, 105 F/158 M Age: 60.2 ± 14.3 years | n = 113 post-stroke patients, 41 F/72 M Age: 65.4 ±12.5 | The Virtual Reality Rehabilitation System (Khymeia group. Noventa padovana, Italy) includes a pc workstation connected to 3D motion-tracking system and a high-resolution LCD projector displaying the virtual scenarios on a large wall screen. | 40 sessions of daily therapy provided 5 days per week, for 4 weeks. | 40 sessions of daily therapy provided 5 days per week, for 4 weeks. 1 hour of conventional therapy and 1 hour of VR therapy | 2 hours of conventional treatment. | Within groups: F-M UE score improved by 4% in control group, and 10% in experimental group. Between groups: significantly greater motor improvement in experimental group. Within groups: FIM scores improved in both groups. Between groups: FIM scores improved by 5% in experimental group than in control group. |
Allain et al., 2014 [26] | n = 24 AD patients, 14 F/10 M Age: 76.96 ± 6.05 years | n = 32 healthy older patients, 25 F/7 M Age: 74.13 ± 5.93 | The virtual environment simulated a fully texture, medium-size kitchen. In the foreground, there was a work plane with all the objects needed to prepare a cup of coffee with milk and sugar. Patients controlled the 2D cursor using a computer mouse. | 1. Virtual reality: 3 sessions: 2 of training and one test session to prepare a cup of coffee in virtual condition 2. Reality: to prepare a cup of coffee | Each training sessions lasts 15 minutes | Each training sessions lasts 15 minutes | Within groups: time to complete the virtual task and MMSE score are correlated in both groups |
Saposnik et al., 2016 [27] | n = 71 stroke patients, 25 F/46 M Age: 62 ± 13 years | n = 70 stroke patients, 22 F/48 M Age: 62 ± 12 years | The Nintendo Wii gaming system or recreational activities (playing cards, bingo, jenga or ball game). | 10 sessions, 60 minutes each, over a 2 week period. | 30 minutes of traditional rehabilitation of the upper extremity + 30 minutes of virtual reality training | 60 minutes of traditional rehabilitation of the upper extremity | 1. Within groups: WMFT performance time improves from baseline to the end of treatment in both groups. 2. Between groups: no differences in WMFT at the end and at 4-weeks post-intervention 3. Between groups: better performance in BBT in control group at the end of treatment. |
Mirelman et al., 2016 [28] | n = 146 older people at high risk of falls (more than 2 falls in 6 months), 48 F/98 M Age: 74.2 ± 6.9 years | n = 136 older people at high risk of falls (more than 2 falls in 6 months), 52 F/84 M Age: 73.3 ± 6.4 years | The treadmill plus VR intervention included a camera for motion capture and a computer generated simulation. The virtual environments included real-life challenges with obstacles, multiple pathway and distracters. | 3 times per week for 6 weeks, with each session lasting about 45 minutes | 45 minutes of treadmill training with virtual reality | 45 minutes of traditional treadmill training | In the 6 months after training, the incident rate was significantly lower in the treadmill training plus VR group. |
Seguera-Ortì et al., 2018 [29] | n = 9 patients on hemodialysis, 4 F/5 M Age: 61.8 ± 13.0 | n = 9 patients on hemodialysis, 3 F/6 M Age: 68.3 ± 15.6 | The system is an adapted version of ACT (A la Caza del Tesoro), in which the subject tries to catch a series of targets by moving their leg. | 16 weeks of intra-dialysis exercise program. The program lasted 4 additional weeks. | 5 minutes warm-up; 30 minutes of virtual reality training. | 5 minutes warm-up and strengthening exercises; 30 minute of aerobic training; 5 minutes of stretching. | 1. Between groups: no significant differences in STS-60 2. Between groups: significant differences in gait speed 3. Within groups: significant improvements for STS-10, gait speed, 6 minute walking test between baseline-16 and 20 weeks, and 16–20 weeks. |
Trevizan et al., 2018 [30] | n = 30 people with ALS, 12 F/18 M Age: 59 years (range 44–74 years) | n = 30 healthy people, equally matched for age and gender with experimental group | The VR environment is a 3D game in which the goal was to reach as many bubbles displayed on the computer monitor. The game was controlled by three different device system: motion tracking, finger motion and touch-screen. | Participants were randomly divided in 3 groups: motion tracking, finger motion control, touchscreen, to perform 3 task phases (acquisition, retention, transfer) | Both experimental and control group showed better performance whn using the touchscreen device in the transfer phase. | ||
Pelosi net al., 2019 [31] | n = 10 PD + 7 OA 11 F/6 M Age: 73.2 ± 3.6 | n = 14 PD + 8 OA 15 F/7 M Age: 71.9 ± 4.1 | Treadmill with a non-immersive virtual reality that reacts to a virtual environment that included real-life challenges | 45 minutes/session, 3 times a week for 6 weeks | To walk on a treadmill with virtual reality that included obstacles, distracters. | To walk on a treadmill without virtual reality. | Experimental group increased SAI, reduced the number of falls, improved obstacle negotiation performance. |
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Bevilacqua, R.; Maranesi, E.; Riccardi, G.R.; Di Donna, V.; Pelliccioni, P.; Luzi, R.; Lattanzio, F.; Pelliccioni, G. Non-Immersive Virtual Reality for Rehabilitation of the Older People: A Systematic Review into Efficacy and Effectiveness. J. Clin. Med. 2019, 8, 1882. https://doi.org/10.3390/jcm8111882
Bevilacqua R, Maranesi E, Riccardi GR, Di Donna V, Pelliccioni P, Luzi R, Lattanzio F, Pelliccioni G. Non-Immersive Virtual Reality for Rehabilitation of the Older People: A Systematic Review into Efficacy and Effectiveness. Journal of Clinical Medicine. 2019; 8(11):1882. https://doi.org/10.3390/jcm8111882
Chicago/Turabian StyleBevilacqua, Roberta, Elvira Maranesi, Giovanni Renato Riccardi, Valentina Di Donna, Paolo Pelliccioni, Riccardo Luzi, Fabrizia Lattanzio, and Giuseppe Pelliccioni. 2019. "Non-Immersive Virtual Reality for Rehabilitation of the Older People: A Systematic Review into Efficacy and Effectiveness" Journal of Clinical Medicine 8, no. 11: 1882. https://doi.org/10.3390/jcm8111882
APA StyleBevilacqua, R., Maranesi, E., Riccardi, G. R., Di Donna, V., Pelliccioni, P., Luzi, R., Lattanzio, F., & Pelliccioni, G. (2019). Non-Immersive Virtual Reality for Rehabilitation of the Older People: A Systematic Review into Efficacy and Effectiveness. Journal of Clinical Medicine, 8(11), 1882. https://doi.org/10.3390/jcm8111882