The Effectiveness of Virtual Reality Exercise on Individual’s Physiological, Psychological and Rehabilitative Outcomes: A Systematic Review
Abstract
:1. Introduction
2. Method
2.1. Information Sources and Search Strategies
2.2. Eligibility Criteria
2.3. Data Extraction
2.4. Risk of Bias in Individual Studies
3. Results
3.1. Study Selection
3.2. Quality and Risk of Bias Assessment
3.3. Data Items
3.4. Measurement Protocol
3.5. The Effectiveness of VR on Physiological Outcomes
3.6. The Effectiveness of VR on Psychological Outcomes
3.7. The Effectiveness of VR on Rehabilitative Outcomes
4. Discussion
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Articles | Randomization | Control | Pre–Post | Retention | Mission Data | Power Analysis | Validity Measure | Follow-Up | Score | Effectiveness |
---|---|---|---|---|---|---|---|---|---|---|
Lee et al. [21] | + | + | + | + | + | − | + | − | 6 | YES |
Ribeiro et al. [22] | + | + | + | + | − | − | + | − | 5 | NA |
Chen et al. [23] | + | + | + | − | − | − | + | − | 4 | YES |
Cho et al. [24] | + | + | + | + | + | + | + | − | 7 | YES |
Lee et al. [25] | + | + | + | + | + | + | + | − | 7 | YES |
Lotan et al. [26] | + | + | + | − | − | − | + | − | 4 | NA |
Cho et al. [27] | + | + | + | − | − | − | − | − | 3 | YES |
Mills et al. [28] | − | + | + | − | + | − | + | − | 4 | NA |
Neumann et al. [29] | − | + | − | + | − | + | + | − | 4 | NA |
Saposnik et al. [30] | + | + | + | + | − | + | + | − | 6 | NA |
Plante et al. [7] | + | + | + | − | − | − | + | − | 4 | YES |
Meyns et al. [31] | − | + | + | + | + | + | + | − | 6 | YES |
Lee [32] | + | + | + | + | − | − | + | − | 5 | YES |
Park et al. [33] | − | + | + | − | − | − | + | − | 3 | YES |
Segura-Ortí1 et al. [34] | + | + | + | − | − | + | + | − | 5 | YES |
Reference | Sample | Testing/Setting | Outcomes/Instrument | Exposure | Dose | Finding |
---|---|---|---|---|---|---|
Lee et al. [21] 2018, Korea | RCT; N = 48 (chronic stroke); Intervention (VR + FES) = 20 (49.5 ± 13.7 years); Control (FES) = 21 (46.1 ± 13.0 years). | Baseline, week 2, 4, 8; Stroke rehabilitation. | Upper limb: the Fugl-Meyer Assessment-Upper Extremity (FMA-UE) and Wolf Motor Function Test (WMFT). | The intervention group used a VR-based wearable rehabilitation device and Functional Electrical Stimulation (FES), while the control group used FES only. | Both groups received 20 intervention sessions of 30 min on weekdays (5 times/week) over 4 weeks. | FES with VR-based rehabilitation may be more effective than cyclic FES in improving distal upper extremity gross motor performance poststroke. |
Ribeiro et al. [22] 2017, Brazil | RCT; N = 44 (pregnant women); Control Group-2nd Trimester (CG2T) = 10; Experimental Group-2nd Trimester (EG2T) = 8; (2nd Trimester = 28.55 ± 3.83 years); Control Group-3rd Trimester (CG3T) = 10; Experimental Group-3rd Trimester (EG3T) = 16; (3rd Trimester = 29.42 ± 3.23 years). | Pre–post: laboratory. | The sit-to-stand activity kinematic variables: Qualisys Track Manager (QTM). | The intervention group used a Wii balance board (WBB) to exercise additionally, while the control group did not. | An intervention with game therapy was performed in 12 sessions of 30 min each, three times a week in 4 weeks. | The use of the Nintendo Wii Fit Plus was not able to influence sit-to-stand kinematic variables in the pregnant women. |
Chen et al. [23] 2009, Taiwan | RCT; N = 30 (incomplete low spinal-cord injuries) (16 women and 14 men, 48.2 ± 18.07 years); Intervention = 15 (51.3 ± 15.83 years); Control = 15 (45.36 ± 14.24 years). | Pre–post; hospital laboratory. | Mood states: the Activation-Deactivation Adjective Check List (AD-ACL). | An experimental group underwent therapy with a VR-based exercise bike, and a control group underwent the therapy without VR equipment. | Acute. | A VR-based rehabilitation program can ease patients’ tension and induce calm. |
Cho et al. [24] 2014, Korea | RCT; N = 46 (hemodialysis patients); Exercise = 23 (60.8 ± 6.9 years); Control = 23 (57.7 ± 9.5 years). | Pre–post. | Fitness (strength, flexibility, balance), body composition and fatigue. | While waiting for their dialyses, the exercise group followed a Virtual Reality Exercise Program (VREP), and the control group received only their usual care. | The VREP was accomplished using Nintendo’s Wii Fit Plus for 40 min, 3 times a week for 8 weeks. | The VR Exercise Program improves physical fitness, body composition, and fatigue in hemodialysis patients. |
Lee et al. [25] 2017, Korea | RCT; N = 44 (community dwelling older adults); Experimental group = 21 (76.15 ± 4.55 years); Control group = 19 (75.71 ± 4.91 years). | Pre–post. | Static Balance: The Good Balance System and the one leg stance test; dynamic balance: the Berg Balance Scale (BBS); extremity strength: the sit-to-stand test. | The intervention group attended a 60-min VR training session, while the control group did not. | The virtual reality training was conducted for 60 min, twice a week for 6 weeks. | Three-dimensional video gaming technology might be beneficial for improving postural balance and lower-extremity strength in community-dwelling older adults. |
Lotan et al. [26] 2010, Israel | RCT; N = 44 (IDD sever level); Experimental group = 20 (47.9 ± 8.6 years); Comparison groups = 24 (46.2 ± 9.3 years). | Pre–post. | Fitness: heart rate (HR). | The intervention groups did game-like exercises provided by a video capture VR system, while the control group did not. | An 8-week fitness program consisting of 2–3 30-min sessions per week. | It is not strong enough functionally to claim that this program improved physical fitness of individuals with severe intellectual disability. |
Cho et al. [27] 2014, Korea | RCT; N = 32 (healthy elderly people) VR training group = 17 (73.1 ± 1.1 years); Control group = 15 (71.7 ± 1.2 years). | Pre–post. | Balance: the Romberg test. | The VR training group engaged in an exercise session using Wii Fit, while the control group received no intervention. | A 30-min exercise session using Wii Fit 3 times a week for 8 weeks. | Virtual reality training is effective at improving the balance of the healthy elderly. |
Mills et al. [28] 2019, Canada | Control trial; N = 11 (7–17 years) (6 males and 5 females with GMFCS levels I and II); Interactive Rehabilitation Exercise System (IREX) group = 5; Control group = 6. | Pre–post; treatment center. | Balance: the balance testing paradigm. | Participants in the intervention group received 1 h one-on-one physiotherapist-supervised VR balance games for 5 consecutive days between assessments, while the control group received no intervention. | 60 min/day in 5 consecutive days. | There was no effect of a 5-day VR-based intervention on postural control mechanisms used in response to oscillating platform perturbations. |
Neumann et al. [29] 2018, Australia | Causal-comparative design; N = 40; Virtual Reality group = 24 (Male = 11 Female = 13 M = 24.58 years); Neutral Images group = 16 (Male = 8 Female = 8 M = 24.37 years). | Pre–post. | Affect state: the Physical Activity Affect Scale (PAAS); Attentional States: Measure of Attentional Focus (MAF). | The VR group ran in a computer-generated VR environment that included other virtual runners, while another group ran whilst viewing neutral images. | Depends on 70% VO2MAX. | VR may not always be better than distracting attention away from exercise-related cues. |
Saposnik et al. [30] 2016, Canada | RCT; N = 141 (stroke); VR Wii group = 59 (62 ± 13 years); Recreational activity group = 62 (62 ± 12 years). | Pre–post; rehabilitation center. | Upper extremity motor performance: the Wolf Motor Function Test (WMFT). | The VR Wii group used the Nintendo Wii gaming system to add on conventional rehabilitation, while the control group used simple recreational activities (playing cards, bingo, Jenga, or a ball game). | Ten sessions of 60 min each, over a 2-week period. | Non-immersive virtual reality as an add-on therapy to conventional rehabilitation was not superior to a recreational activity intervention in improving motor function. |
Plante et al. [7] 2003, USA | RCT; N = 88 (38.10 ± 12.31 years) Exercise group (E) = 28 VR group (V) = 28 Exercise + VR group (E + V) = 30. | Pre–post; laboratory | Momentary mood states: the Activation-Deactivation Adjective Check List (AD-ACL). | (1) E: bicycling at a moderate intensity (60–70% maximum heart rate) on a stationary bicycle; (2) V: playing a virtual reality computer bicycle game; (3) E + V: an interactive virtual reality bicycle experience on a computer while exercising on a stationary bike at moderate intensity (60–70% maximum heart rate). | 30 min. | The combination of virtual reality and exercise might improve some of the beneficial psychological effects of exercise compared with virtual reality or exercise alone. |
Meyns et al. [31] 2017, Belgium | Controlled trial; N = 11 (4/7 males/females with spastic CPc following rehabilitation after lower limb orthopedic surgery) (5–18 years); Intervention = 4; Control = 7. | Pre–post; rehabilitation center. | Balance: the Trunk Control Measurement Scale (TCMS). | The control group received conventional physiotherapy, while the intervention group received additional VR training. | The additional VR training was given 3 times a week for 30 min until discharge from the hospital. | Including additional VR training to conventional physiotherapy was feasible and might be promising to train sitting balance in CPc after lower limb surgery. |
Lee [32] 2016, Korea | RCT; N = 30 (12 female, 18 male with cognitive decline); Experimental = 15 (63.8 ± 10.2 years); Control groups = 15 (65.5 ± 8.1 years). | Pre–post. | Balance abilities: the Berg Balance Scale (BBS); life quality in patients: Geriatric Depression Scale-Korean (GDS-K) and the Korean version of quality of life Alzheimer’s disease (KQOL-AD) scale. | All subjects performed a traditional cognitive rehabilitation program and the experimental group performed additional VR based video game. | Three 40-min VR based video game (Wii) sessions per week for 12 weeks. | A virtual reality-training program could improve the outcomes in terms of balance, depression, and quality of life in patients with CD. |
Park et al. [33] 2014, Korea | Controlled trial; N = 24 (15 males, 9 females); VR exercise group (VREG) = 12 (21.9 ± 1.4 years); Stable surface exercise group (SEG) = 12 (24.3 ± 3.9 years). | Pre–post. | Muscle activities: electromyography. | The VREG used the Nintendo Wii Fit, while the SEG used a stable surface. | Three times a week for six weeks. | Virtual reality exercise using the Nintendo Wii Fit was an effective intervention for the muscle activities of the TA and MG of normal adults. |
Segura-Ortí1 et al. [34] 2019, Spain | RCT; N = 40 (hemodialysis patients); CG (control group) = 20; VRG (VR group) = 20. | Pre–post. | Physical activity: the physical function tests, physical activity questionnaire and health-related quality of life (HRQoL). | The VR program used the non-immersive gaming intervention for the VR group, comparing the results to a non-exercising control group. | 30 min for 12 weeks. | VR exercise during hemodialysis was safe and improved physical function and HRQoL and could be performed safely toward the end of the hemodialysis session. |
Main Pathologies | Main Function | Main Effects | ||
---|---|---|---|---|
Health population | Older | Balance | Induce repetition; enhance motivation; enhance enjoyment. | |
Youngers | Muscle activities | |||
Patient | Physiology | Hemodialysis | Fitness | |
Stroke patient | Limbs strength | |||
Balance | ||||
Psychology | CPc | Relief stress |
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Qian, J.; McDonough, D.J.; Gao, Z. The Effectiveness of Virtual Reality Exercise on Individual’s Physiological, Psychological and Rehabilitative Outcomes: A Systematic Review. Int. J. Environ. Res. Public Health 2020, 17, 4133. https://doi.org/10.3390/ijerph17114133
Qian J, McDonough DJ, Gao Z. The Effectiveness of Virtual Reality Exercise on Individual’s Physiological, Psychological and Rehabilitative Outcomes: A Systematic Review. International Journal of Environmental Research and Public Health. 2020; 17(11):4133. https://doi.org/10.3390/ijerph17114133
Chicago/Turabian StyleQian, Jiali, Daniel J. McDonough, and Zan Gao. 2020. "The Effectiveness of Virtual Reality Exercise on Individual’s Physiological, Psychological and Rehabilitative Outcomes: A Systematic Review" International Journal of Environmental Research and Public Health 17, no. 11: 4133. https://doi.org/10.3390/ijerph17114133