TY - JOUR
T1 - Effects of trunk exercises using virtual reality technology on trunk performance and impairment post stroke
T2 - a systematic review and meta-analysis
AU - Alhwoaimel, Norah A.
AU - Alenazi, Aqeel M.
AU - Alhowimel, Ahmad S.
AU - Alqahtani, Bader A.
AU - Alshehri, Mohammed M.
N1 - Publisher Copyright:
© 2023 Taylor & Francis Group, LLC.
PY - 2024
Y1 - 2024
N2 - Objective: To systematically explore the effects of trunk exercises using virtual reality technology compared to conventional exercises for trunk impairment in patients with subacute and chronic strokes. Methods: A comprehensive search of literature published from inception until December 2022 was conducted using PubMed, Cochrane Library, Web of Science, Scopus, IEEE, and the Physiotherapy Evidence Database (PEDro). The inclusion criteria encompassed all randomized controlled trials (RCT) published in the English language involving adults who had had strokes and the evaluation of the effectiveness of virtual reality -based trunk exercises in reducing trunk impairment post stroke as measured by the trunk control test (TCT) and/or the trunk impairment scale (TIS) compared to conventional trunk exercises. Result: A total of 397 studies were retrieved, and six studies were included in the current analysis. A random-effects meta-analysis of six studies indicated that video games had a very large, significant effect (SMD = 1.11; 95%, P < 0.0001) on the delivery of trunk exercises to reduce trunk impairment post stroke at both the subacute and chronic stages. Conclusion: The study findings indicate that trunk exercises using virtual reality have a highly significant effect on reducing trunk impairment in patients with subacute and chronic stroke. Large RCTs are needed to study the effects of virtual reality trunk exercises on the acute, subacute, and chronic stages of stroke.
AB - Objective: To systematically explore the effects of trunk exercises using virtual reality technology compared to conventional exercises for trunk impairment in patients with subacute and chronic strokes. Methods: A comprehensive search of literature published from inception until December 2022 was conducted using PubMed, Cochrane Library, Web of Science, Scopus, IEEE, and the Physiotherapy Evidence Database (PEDro). The inclusion criteria encompassed all randomized controlled trials (RCT) published in the English language involving adults who had had strokes and the evaluation of the effectiveness of virtual reality -based trunk exercises in reducing trunk impairment post stroke as measured by the trunk control test (TCT) and/or the trunk impairment scale (TIS) compared to conventional trunk exercises. Result: A total of 397 studies were retrieved, and six studies were included in the current analysis. A random-effects meta-analysis of six studies indicated that video games had a very large, significant effect (SMD = 1.11; 95%, P < 0.0001) on the delivery of trunk exercises to reduce trunk impairment post stroke at both the subacute and chronic stages. Conclusion: The study findings indicate that trunk exercises using virtual reality have a highly significant effect on reducing trunk impairment in patients with subacute and chronic stroke. Large RCTs are needed to study the effects of virtual reality trunk exercises on the acute, subacute, and chronic stages of stroke.
KW - Cerebrovascular accident
KW - hemiparesis
KW - hemiplegia
KW - rehabilitation
KW - trunk control
KW - video game
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85173071622&partnerID=8YFLogxK
U2 - 10.1080/10749357.2023.2261701
DO - 10.1080/10749357.2023.2261701
M3 - Review article
C2 - 37753784
AN - SCOPUS:85173071622
SN - 1074-9357
VL - 31
SP - 399
EP - 408
JO - Topics in Stroke Rehabilitation
JF - Topics in Stroke Rehabilitation
IS - 4
ER -