The Rehabilitative Effects of Virtual Reality Games on Balance Performance among Children with Cerebral Palsy: A Meta-Analysis of Randomized Controlled Trials
Abstract
:1. Introduction
2. Methods
2.1. Retrieval Strategy
2.2. Inclusion Criteria
2.3. Quality Assessment
2.4. Data Extraction
2.5. Data Analysis
3. Results
3.1. Retrieval Results
3.2. Study Characteristics
3.3. Methodological Quality
3.4. The Effect of VR Games on the Balance of Children with Cerebral Palsy
3.4.1. The Effect of VR Games on the Balance of Children with Cerebral Palsy for VR Game Groups and Control Groups
3.4.2. Regulatory Impact Analysis
4. Discussion
5. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Researchers | Subjects | Country: Language | GMFCS Level (Number) | Characteristics of Subjects (Number; Genders; Ages) | Intervention Methods; Frequency of the Intervention Group; Total Time of the Intervention Group | Intervention Location | VR Platforms | Types of VR Game | Outcome Indicators | |
---|---|---|---|---|---|---|---|---|---|---|
Experimental Group | Control Group | |||||||||
Han et al. [39] (2010) | Children with paralytic hemiplegia | South Korea: Korean | L(1):9 L(2):1 | L(1):8 L(2):2 | 20; the experimental group: 10: 5 males (9.50 ± 2.46); the control group: 10: 5 males (8.90 ± 2.37) | Strength training treatment + VRGs treatment; 15 min/time, 3 days/week, 12 weeks in total; 540 min | Hospital | Nintendo wii fit balance board | Warrior posture; wire-waling; rafting in the valley | ② |
Sharan et al. [32] (2012) | Children with postoperative cerebral palsy | India: English | Not Clear | Not Clear | 16; the experimental group: 8 (8.88 ± 3.23); the control group: 8 (10.38 ± 4.41) (NSL) | Depending on game types, 3 days/time, 3 weeks in total | Not clear | Nintendo wii-fit | Depending on children’s abilities | ② |
Alsaif and Alsenany [33] (2015) | Children with spastic diplegia | Saudi Arabia: English | L(3):20 | L(3):20 | 40; the experimental group: 20; the control group: 20; 6-to-10-year-olds (NSL) | VRGs; 20 min/day, 7 times/week, 12 weeks in total; 1680 min | Home | Nintendo wii fit balance board | Not specified | ① |
Atasavun et al. [31] (2016) | Children with hemiplegic cerebral palsy | Turkey: English | L(1):9 L(2):3 | L(1):10 L(2):2 | 24; the experimental group: 12: 8 males; the control group: 12: 2 males; 6-to-14-year-olds | Regular rehabilitation treatment + VRGs treatment; 30 min/time, 2 days/week, 12 weeks in total;720 min | Hospital | Nintendo wii-fit | Wii basketball game; Wii football game; Wii boxing game | ② |
Trakci et al. [14] (2016) | Children with hemiplegic cerebral palsy | Turkey: English | L(1~2):15 | L(1~3):15 | 30; the experimental group: 15: 10 males (10.46 ± 2.69); the control group: 15: 9 males (10.53 ± 2.79) | Neurodevelopmental therapy + VRGs treatment; 20 min/time, twice per week, 12 weeks in total; 480 min | Rehabilitation Centre | Nintendo wii-fit | Slalom; wire-walking; football game | ③⑤ |
Ren et al. [37] (2016) | Children with spastic diplegia | China: Chinese | L(1):8 L(2):11 | L(1):7 L(2):9 | 35; the experimental group: 19: 11 males and 8 females (53.88 ± 13.58); the control group: 16: 9 (56.53 ± 9.67) | Regular rehabilitation treatment + VRGs treatment; 40 min/time,5 times/week, 12 weeks in total; 2400 min | Hospital | Q4 situational interactive rehabilitation training system produced by OPEM | Not specified | ④ |
Rgen et al. [34] (2016) | Children with spastic hemiplegia | Turkey: English | Not Clear | Not Clear | 30; the experimental group: 15: 7 males (11.07 ± 2.37); the control group: 15: 7 males (11.33 ± 2.19) | Regular rehabilitation treatment + VRGs treatment; 40 min/time, twice per week, 9 weeks in total; 720 min | Not Clear | Nintendo wii-fit | Ski jumping; snowball fight; jogging; the oblique city; penguin slides; perfect 10; guiseway; header | ⑤⑥ |
Sajan et al. [35] (2017) | Children with double lower limb paralytic and quadriplegic cerebral palsy | India: English | L(1):1 L(2):2 L(3):6 L(4):1 | L(2):1 L(3):7 L(4):2 | 20; the experimental group: 10: 5 males (12.4 ± 4.93); the control group: 10: 6 males (10.6 ± 3.78) | Regular rehabilitation + VRGs treatment; 30 min/time,6 times/week, 3 weeks in total; 540 min | Clinical | Nintendo Wii-fit remote control game | Boxing; tennis | ② |
Zhao et al. [36] (2018) | Children with hemiplegic, diplegic and quadriplegic cerebral palsy | China: Chinese | L(1):18 L(2):6 | L(1):17 L(2):7 | 48; the experimental group: 24: 11 males (59.38 ± 11.29); the control group: 24: 16 males (54.33 ± 10.93) | Regular rehabilitation treatment + VRGs treatment; 40 min/time, 5 times/week,3 weeks in total; 600 min | Hospital | Active video games on the Xbox Kinect platform | Dance Imitation | ② |
Hsieh et al. [40] (2018) | Children with diplegic and quadriplegic cerebral palsy | Taiwan, China: English | L(2):10 L(3):6 L(4):4 | L(2):10 L(3):5 L(4):5 | 40; the experimental group: 20: 14 males (7.33 ± 1.31); the control group: 15: 12 males (7.41 ± 1.54) | Regular rehabilitation treatment + VRGs treatment; 40 min/time, 5 times/week,12 weeks in total; 2400 min | Not Clear | computer + joystick (the software Scratch) | Flower watering, monkey eating bananas, killing mosquitoes with a swatter | ③⑤ |
Yang et al. [38] (2019) | Children with spastic diplegia | China: Chinese | L(3):20 | L(3):20 | 45; the experimental group: 23: 9 males (55.53 ± 14.73)l the control group: 22: 12 males (54.85 ± 13.40) | Regular rehabilitation treatment + VRGs treatment; 20 minutes/time, 5 times/week, 12 weeks in total; 1200 min | Hospital | The Biomaster VR training system produced in Guangzhou | Picture matching, skiing, football | ③ |
Included Studies | A | B | C | D | E | F | G | H | I | J | K | Score |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Han et al. [39] (2010) | Yes | Yes | No | Yes | No | No | No | Yes | Not clear | Yes | No | 5/11 |
Sharanl et al. [32] (2012) | Yes | Yes | No | Yes | No | No | No | Yes | Not clear | Yes | No | 5/11 |
Alsaif and Alsenany. [33] (2015) | Yes | Yes | No | Yes | No | No | No | Yes | Not clear | Yes | No | 5/11 |
Atasavun et al. [31] (2016) | Yes | Yes | No | Yes | No | No | Yes | Yes | No | Yes | No | 6/11 |
Trakci et al. [14](2016) | Yes | Yes | No | Yes | No | No | No | Yes | Not clear | Yes | No | 5/11 |
Ren et al. [37] (2016) | Yes | Yes | No | Yes | No | No | No | Yes | No | Yes | No | 5/11 |
Rgen et al. [34](2016) | Yes | Yes | No | Yes | No | No | No | Yes | No | Yes | No | 5/11 |
Sajan et al. [35] (2017) | Yes | Yes | No | Yes | No | No | No | Yes | Yes | Yes | No | 5/11 |
Zhao et al. [36](2018) | Yes | Yes | No | Yes | No | No | No | Yes | No | Yes | No | 5/11 |
Hsieh et al. [30] (2018) | Yes | Yes | No | Yes | No | No | No | Yes | No | Yes | No | 5/11 |
Yang et al. [38](2019) | Yes | Yes | No | Yes | No | No | No | Yes | Not clear | Yes | No | 5/11 |
Regulatory Impact | Categorical Variables for Sub-Group Analysis | PC | Hedge’s g | 95% CI | I2 | Between-Group Difference |
---|---|---|---|---|---|---|
p | ||||||
Session length | 15 to 40 min; | 7 | 0.26 | −0.01 to 0.53 | 0% | 0.70 |
≥40 min | 6 | 0.34 | 0.07 to 0.60 | 0% | ||
Intervention frequency | 2 to 5 sessions/weekly; | 6 | 0.27 | −0.04 to 0.58 | 0% | 0.96 |
≥5 sessions/weekly | 7 | 0.32 | 0.07 to 0.56 | 0% | ||
Intervention cycle | 3 to 12 weeks | 4 | 0.15 | −0.19 to 0.50 | 0% | 0.33 |
≥12 weeks | 9 | 0.36 | 0.13 to 0.59 | 0% | ||
Total time of intervention | 480 to 1000 min; | 8 | 0.21 | −0.04 to 0.47 | 0% | 0.34 |
≥1000 min | 5 | 0.40 | 0.12 to 0.68 | 0% |
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Wu, J.; Loprinzi, P.D.; Ren, Z. The Rehabilitative Effects of Virtual Reality Games on Balance Performance among Children with Cerebral Palsy: A Meta-Analysis of Randomized Controlled Trials. Int. J. Environ. Res. Public Health 2019, 16, 4161. https://doi.org/10.3390/ijerph16214161
Wu J, Loprinzi PD, Ren Z. The Rehabilitative Effects of Virtual Reality Games on Balance Performance among Children with Cerebral Palsy: A Meta-Analysis of Randomized Controlled Trials. International Journal of Environmental Research and Public Health. 2019; 16(21):4161. https://doi.org/10.3390/ijerph16214161
Chicago/Turabian StyleWu, Jinlong, Paul D. Loprinzi, and Zhanbing Ren. 2019. "The Rehabilitative Effects of Virtual Reality Games on Balance Performance among Children with Cerebral Palsy: A Meta-Analysis of Randomized Controlled Trials" International Journal of Environmental Research and Public Health 16, no. 21: 4161. https://doi.org/10.3390/ijerph16214161