The Effectiveness of Virtual Reality Rehabilitation in Patients with Knee and Hip Osteoarthritis
Abstract
:1. Introduction
2. Materials and Methods
2.1. Literature Search Strategy
- Population—adult patients after total hip replacement OR total knee replacement OR knee osteoarthritis OR hip osteoarthritis;
- Intervention—virtual reality, exergames rehabilitation;
- Comparison—standard rehabilitation;
- Outcome—physical function, balance, gait, range of motion, muscle strength, pain, proprioception;
- Time—last 10 years (January 2010–April 2020);
- (Type of study)—randomized controlled trials.
2.2. Study Selection and Data Extraction
2.3. Quality of Included Studies
3. Results
3.1. Searching Results
3.2. Demographic Data
3.3. Methodological Evaluation
3.4. Type of Technology
3.4.1. Exergames
3.4.2. Feedback
3.5. Effects of Intervention—Primary Outcomes
3.5.1. Physical Function
3.5.2. Balance
3.5.3. Gait
3.5.4. Range of Motion
3.5.5. Proprioception
3.5.6. Muscular Strength
3.5.7. Pain
3.6. Effect of Intervention—Secondary Outcomes
3.6.1. Quality of Life
3.6.2. Adherence and Motivation
3.6.3. Inpatient/Outpatient/Home Physical Therapy
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Conflicts of Interest
References
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No | First Author, Year, Country | PEDro Scale | Main Objective | Participants | Intervention/Technology | Outcomes | Research Tools | Main Results |
---|---|---|---|---|---|---|---|---|
1 | Gianola et al. [23] 2020, Italy | 7/10 | The effectiveness of VR rehabilitation vs. standard rehabilitation for physical function after primary TKA | Adults 45–80 years old 3–4 days after primary unilateral TKA: all n = 74 study n = 35 controls n = 39 | Sixty minute daily training for at least 5 days All participants performed passive ROM exercises on Kinetec knee continuous passive motion system and functional exercises. Study—VR games focused on balance, proprioception and function of lower limbs Controls—standard postoperative physiotherapy | Pain; knee disability quality of life; patients’ assessment of their condition; functional performance; leg muscle strength; knee ROM; proprioception; balance; medication assumption | VAS WOMAC EQ-5D GPE FIM dynamometer goniometer stabilometric platform VRRS | No significant difference in pain reduction and other outcomes, except improved proprioception in the study VR group. |
2 | Lin et al. [24] 2020, Taiwan | 8/10 | A comparison of VR games exercises and standard physical exercises in patients with knee OA | Patients aged 40–85 with knee OA (Kellgren and Lawrence Score ≥ 2): all n = 80 study n = 40 controls n = 40 | Three times a week for 4 weeks with a follow-up All received 20 min of hot packs and 20 min of TENS Study—active video games using the Hot Plus system focused on muscle strength, coordination and ROM of limbs Controls—standard exercises | knee disability; quality of life; psychosocial distress; fatigue; pain; work ability; balance | WOMAC WHOQOL-BREF HADS MFI CPG WAI Biodex Stability System | No significant difference between VR training and standard exercises in improving knee disability, but games improved dynamic balance, physical functional performance, and physical health more than therapeutic exercises. |
3 | Jin et al. [25] 2018, China | 5/10 | The effects and benefits of VR training in postoperative patients after TKA | Patients after primary unilateral TKA: all n = 66 study n = 33 controls n = 33 | Standard therapeutic exercises + 30 min three times a day: Study—VR training (Mide Technology) from the second day of therapy, focus on knee flexion (rowing boat) Controls—3 sets of active knee flexion exercises | knee disability; evaluation of early results of TKA; pain; ROM | WOMAC HSS VAS goniometer | VR training effects better at improving knee functional recovery, ROM and relieving pain after TKA than standard exercises. |
4 | Koo et al. [26] 2018, South Korea | 6/10 | The effectiveness of enhanced reality on analgesia and physical function after TKA | Patients with unilateral TKA: all n = 42 study n = 22 controls n = 20 | Enhanced reality analgesia visual biofeedback (combination of the VR, real-time motion capture, mirror therapy using real-time image processing technique) Study—intervention was provided shortly after physiotherapy for five times a week for 2 weeks Controls—intervention was provided for five times a week for 1 week | Pain; ROM; knee disability; endurance and aerobic capacity; lower extremities; strength; medication assumption; | VAS goniometer WOMAC 6MWT TST | Analgesia and improvement in ROM in both groups were achieved, but in the study group that lasted longer than in controls. |
5 | Ficklscherer et al. [22] 2016, Germany | 4/10 | The assessment of the Nintendo Wii as an appropriate and safe tool in rehabilitation after orthopedic knee surgery | Patients with TKA or anterior cruciate ligament (ACL) tear: all n = 30 study n = 17 controls = 13 | Four weeks of intervention Study—exergames on The Nintendo Wii and standard physical therapy Controls—standard physical therapy | Knee function and disability | IKDC MCKRS TLKS | No significant difference between VR training and standard exercises in improving knee disability, but slightly greater improvement in the Wii group. Intervention without a negative influence on patients. |
6 | Elshazly et al. [27] 2016, Saudi Arabia | 7/10 | A comparison of the effectiveness of VR training over sensory motor training in the treatment of osteoarthritis | Patients with chronic OA (> 3 mths) WOMAC: 71 points: all n = 60 virtual reality training n = 20 Qsensory motor training n = 20 controls n = 20 | Three times per week for 8 weeks Study—virtual reality training Light Race VR interactive game 15-30′ ControlsI—sensory motor progressive training II—conventional exercise training warm-up, walking, cool-down | Pain intensity; joint proprioception; knee disability; quality of life | VAS perception sense WOMAC HRQOL | Significant improvement in the outcome measures in all the training methods. VR training showed a substantial improvement over the other methods. |
7 | Christiansen et al. [28] 2015, USA | 7/10 | The effectiveness of weight-bearing (WB) biofeedback training on WB symmetry and functional joint moments following unilateral total knee arthroplasty | Patients with unilateral TKA: all n = 26 study n = 13 controls n = 13 | Study—weight-bearing biofeedback on the Nintendo Wii Fit Plus and Wii Balance Board and physical therapy daily for 6 weeks Controls—physical therapy twice per day for 6 weeks | Gait/walking speed; lower limb; weight-bearing ratios (WBRs); lower limb joint movement | 12 m walkway—gait speed FTSST | No significant difference between VR training and controls in WBR. FTSST time improved in the study group compared to the control group. The tendency for improved walking speed in the study group at 26 weeks (P = 0.068). |
8 | Ayoade et al. [29] 2014, Canada | 4/10 | The presentation of rehabilitation visualization system (RVS); the assessment of usability and feasibility of the RVS at home | Patients with TKA in the early phase of post-operative rehabilitation: all n = 21 study n = 11 controls n = 10 | Ten days of training in the hospital and then at home for up to 6 weeks Study—rehabilitation visualization system and exercise handbook Controls—exercise handbook only | Knee ROM; functional performance; health surveys; rehabilitation experience; usability | Goniometer OKS SF-12 survey IMI SUS | Overall, no significant difference between RVS training and controls. However, RVS made home rehabilitation more engaging and improved the communication between patients and the therapist. |
9 | Fung et al. [30] 2012, Canada | 5/10 | The examination of the Nintendo Wii Fit as an acceptable adjunct to physiotherapy concerning balance, ROM, muscle strength and function in outpatients following TKA | Outpatients after TKA: all n = 50 study n = 27 controls n = 23 | Twice a week for 75 min Study—15 min of exergames focused on postural control and balance in The Nintendo Wii Fit and 60 min of physical therapy Controls—60 min of physical therapy and 15 min of lower extremity strengthening and balance training | Balance; knee ROM; postural control; lower leg function; pain | 2MWT Goniometer ABCS LFES NPRS satisfaction survey | No significant difference between study and controls. Wii Fit is potentially acceptable as an adjunct to physical therapy intervention in view of balance, postural control and use of the lower extremities. |
10 | Lehrl et al. [31] 2012, Germany | 5/10 | The enhancing of rehabilitation using mental activation | Patients after THA: all n = 32 study n = 16 controls n = 16 | Study—30 min per day for 12 days of video game Dr. Kawashima’s Brain Training: How Old Is Your Brain? Controls—without intervention | Hip function and disability | HHS PMA | Significant improvement in hip function obtained in the study group in HHS, but not in PMA. |
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Byra, J.; Czernicki, K. The Effectiveness of Virtual Reality Rehabilitation in Patients with Knee and Hip Osteoarthritis. J. Clin. Med. 2020, 9, 2639. https://doi.org/10.3390/jcm9082639
Byra J, Czernicki K. The Effectiveness of Virtual Reality Rehabilitation in Patients with Knee and Hip Osteoarthritis. Journal of Clinical Medicine. 2020; 9(8):2639. https://doi.org/10.3390/jcm9082639
Chicago/Turabian StyleByra, Joanna, and Krzysztof Czernicki. 2020. "The Effectiveness of Virtual Reality Rehabilitation in Patients with Knee and Hip Osteoarthritis" Journal of Clinical Medicine 9, no. 8: 2639. https://doi.org/10.3390/jcm9082639