A systematic review and meta-analysis of the efficacy of custom game based virtual rehabilitation in improving physical functioning of patients with acquired brain injury

Ee Lin Tay, Shaun Wen Huey Lee, Geok Har Yong, Chee Piau Wong

Research output: Contribution to journalReview ArticleResearchpeer-review

Abstract

BACKGROUND: There have been several reviews examining the effectiveness of VR in rehabilitation. However, its effectiveness remains inconclusive in most review articles. OBJECTIVE: To explore the effectiveness of customized game based virtual rehabilitation on the physical recovery of patients with acquired brain injury. METHOD: We searched PubMed, MEDLINE, EMBASE, CINAHL, CENTRAL, PsycINFO and AMED for articles published until 30th June 2017. Articles that met the study's inclusion/exclusion criteria were included in the review. RESULTS: A total of 31 studies were selected for review. Pooled analysis showed that customized game-based virtual rehabilitation was effective in improving balance, gait and upper limb functioning as assessed via Berg Balance Scale (BBS) (WMD: 3.31, 95% CI 0.79 to 5.82); Timed Up and Go test (WMD: -4.48, 95% CI -5.43 to -3.52); walk tests (SMD: 0.47, 95% CI 0.05 to 0.89), and Fugl-Meyer Assessment (SMD 0.46, 95% CI 0.20 to 0.72; P< 0.01). Generally, most studies reported that participants were more motivated and enjoyed the game based intervention although there were some mixed results. CONCLUSION: Customized game based virtual rehabilitation has potential to complement current rehabilitation programs. Participants' subjective reports of well-being, motivation and acceptance towards this intervention were generally positive.

Original languageEnglish
Pages (from-to)1-23
Number of pages23
JournalTechnology and Disability
Volume30
Issue number1-2
DOIs
Publication statusPublished - 5 Sept 2018

Keywords

  • brain injuries
  • randomized controlled trials
  • rehabilitation
  • Video games

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