Effectiveness of Virtual Reality for Upper Extremity Function and Motor Performance of Children With Cerebral Palsy: A Systematic Review.

IF 2.1 4区 医学 Q1 REHABILITATION American Journal of Occupational Therapy Pub Date : 2024-03-01 DOI:10.5014/ajot.2024.050374
Juliana Bell, Bonnie Decker, Alicia Eichmann, Carly Palkovich, Chelsea Reji
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Abstract

Importance: Research on the functional and motor performance impact of virtual reality (VR) as an intervention tool for children with cerebral palsy (CP) is limited.

Objective: To understand whether VR is an effective intervention to improve upper extremity (UE) function and motor performance of children diagnosed with CP.

Data sources: Databases used in the search were EBSCOhost, One Search, PubMed, Cloud Source, CINAHL, SPORTDiscus, and Google Scholar.

Study selection and data collection: Studies published from 2006 to 2021 were included if children had a diagnosis of CP and were age 21 yr or younger, VR was used as an intervention, and measures of UE function and motor performance were used.

Findings: Twenty-one studies were included, and the results provided promising evidence for improvements in areas of UE function, motor performance, and fine motor skills when VR is used as an intervention. To yield noticeable UE improvements in children with CP, VR should be implemented for 30 to 60 min/session and for at least 360 min over more than 3 wk. Additional areas of improvement include gross motor skills, functional mobility, occupational performance, and intrinsic factors.

Conclusions and relevance: The use of VR as an intervention for children with CP to improve UE function and motor performance is supported. More randomized controlled trials with larger sample sizes focusing on similar outcomes and intervention frequencies are needed to determine the most effective type of VR for use in clinical occupational therapy. Plain-Language Summary: This systematic review explains how virtual reality (VR) has been used as an intervention with children with cerebral palsy (CP). The review synthesizes the results of 21 research studies of children who had a diagnosis of CP and who were 21 years old or younger. The findings support using VR to improve upper extremity performance, motor performance, and fine motor skills. The findings also show that occupational therapy practitioners should use a VR intervention at a minimum frequency of 30 to 60 minutes per session and for at least 360 minutes over more than 3 weeks to yield noticeable improvements in upper extremity, motor performance, and fine motor skills for children with CP.

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虚拟现实对脑瘫儿童上肢功能和运动表现的有效性:系统回顾
重要性:有关虚拟现实(VR)作为干预工具对脑瘫(CP)儿童的功能和运动表现影响的研究十分有限:目的:了解虚拟现实是否是一种有效的干预手段,可改善确诊为 CP 的儿童的上肢(UE)功能和运动表现:研究选择和数据收集:研究选择的数据库包括 EBSCOhost、One Search、PubMed、Cloud Source、CINAHL、SPORTDiscus 和 Google Scholar:研究结果:结果:共纳入 21 项研究,研究结果提供了很好的证据,证明在使用虚拟现实技术作为干预措施时,儿童的上肢功能、运动表现和精细运动技能都有所改善。要使儿童先天性心脏病患儿的上肢功能得到明显改善,应在 3 周以上的时间里,每节课使用 30 至 60 分钟的虚拟现实技术,且至少使用 360 分钟。其他可改善的领域包括粗大运动技能、功能活动能力、职业表现和内在因素:支持使用虚拟现实技术作为干预CP儿童的方法,以改善UE功能和运动表现。要确定在临床职业治疗中使用的最有效的 VR 类型,还需要更多样本量更大的随机对照试验,重点关注类似的结果和干预频率。通俗摘要:这篇系统综述解释了虚拟现实(VR)如何被用作脑瘫(CP)儿童的干预措施。该综述综合了 21 项研究的结果,这些研究的对象是被诊断为 CP 的 21 岁或以下儿童。研究结果支持使用虚拟现实技术来改善上肢表现、运动表现和精细运动技能。研究结果还显示,职业治疗从业人员应在 3 周以上的时间内使用 VR 干预,每次至少 30 至 60 分钟,每次至少 360 分钟,这样才能明显改善 CP 儿童的上肢表现、运动表现和精细动作技能。
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来源期刊
CiteScore
3.10
自引率
10.30%
发文量
406
期刊介绍: The American Journal of Occupational Therapy (AJOT) is an official publication of the American Occupational Therapy Association, Inc. and is published 6 times per year. This peer reviewed journal focuses on research, practice, and health care issues in the field of occupational therapy. AOTA members receive 6 issues of AJOT per year and have online access to archived abstracts and full-text articles. Nonmembers may view abstracts online but must purchase full-text articles.
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