Exercise-based gaming in patients with multiple sclerosis: A systematic review and meta-analysis.

IF 1.1 Q3 NURSING Belitung Nursing Journal Pub Date : 2024-02-28 eCollection Date: 2024-01-01 DOI:10.33546/bnj.3006
Amal Mohamed Elhusein, Hammad Ali Fadlalmola, Eltayeb Mohammed Awadalkareem, Ekram Yahia Mahmowd Alhusain, Soad Mohamed Alnassry, Mukhlid Alshammari, Elsadig Eltahir Abdulrahman, Doaa El Sayed Fadila, Fatma M Ibrahim, Abdalrahman Abdallatif Mohmmed Saeed, Adel Abdalla, Hassan N Moafa, Ehab I El-Amin, Daniel Mon Mamanao
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Abstract

Background: Multiple sclerosis presents a significant burden, with balance disturbances impacting patients' daily living. Conventional therapies have been supplemented with technological advancements like virtual reality (VR) and exergaming, providing engaging, multisensory rehabilitation options.

Objective: This study aimed to synthesize evidence on exergaming's role in multiple sclerosis treatment, particularly to evaluate the impact of exergaming on cognitive, motor, and psychological outcomes in patients with multiple sclerosis.

Methods: A systematic review and subsequent meta-analysis design were employed. An extensive search was conducted up to June 2023 across five electronic databases - Web of Science, Scopus, PubMed, Cochrane, and EMBASE. The data extraction process from the selected studies was conducted independently. The risk of bias was assessed using the Cochrane Risk of Bias Assessment Tool 1 (ROB1) and the National Institutes of Health (NIH) assessment tool. Continuous outcomes were consolidated as mean differences (MD) with 95% confidence intervals (CIs). Meta-analyses were performed using RevMan ver. 5.4.

Results: Out of 1,029 studies, 27 were included for meta-analysis. There were no significant differences in cognitive outcomes between the exergaming and the no-intervention group or the Conventional Physiotherapy and Rehabilitation interventions (CPRh) subgroups. However, the Symbol Digit Modalities Test (SDMT) showed a statistically significant difference in favor of exergaming in the no-intervention subgroup (MD = 5.40, 95% CI [0.08, 10.72], p = 0.05). In motor outcomes, exergaming only demonstrated better results in the 6-minute walking test compared to the no-intervention group (MD = 25.53, 95% CI [6.87, 44.19], p = 0.007). The Berg Balance Scale score in both studied subgroups and the Timed Up and Go (TUG) test in the no-intervention group favored exergaming. In terms of psychological outcomes, the Beck Depression Inventory did not reveal any significant differences, while the Modified Fatigue Impact Scale (MFIS) score favored exergaming in the CPRh subgroup.

Conclusion: Exergaming shows promise for enhancing cognitive and motor functions, motivation, adherence, and quality of life in MS patients, which is beneficial for nurses. It can be tailored to individual preferences and easily conducted at home, potentially serving as a viable alternative to traditional rehab programs, especially during relapses. However, further research is necessary to fully understand its optimal and lasting benefits.

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多发性硬化症患者的运动型游戏:系统回顾与荟萃分析。
背景:多发性硬化症给患者带来了沉重的负担,平衡障碍影响了患者的日常生活。虚拟现实(VR)和电子游戏等技术的进步补充了传统疗法,提供了引人入胜的多感官康复选择:本研究旨在总结外游戏在多发性硬化症治疗中的作用,尤其是评估外游戏对多发性硬化症患者认知、运动和心理结果的影响:方法:采用系统综述和随后的荟萃分析设计。截至 2023 年 6 月,在 Web of Science、Scopus、PubMed、Cochrane 和 EMBASE 五个电子数据库中进行了广泛的检索。从所选研究中提取数据的过程是独立进行的。偏倚风险采用 Cochrane 偏倚风险评估工具 1 (ROB1) 和美国国立卫生研究院 (NIH) 评估工具进行评估。连续性结果以平均差 (MD) 和 95% 置信区间 (CI) 的形式进行合并。使用RevMan ver.5.4 进行 Meta 分析:在 1,029 项研究中,有 27 项纳入了荟萃分析。外部游戏组与无干预组或常规物理治疗和康复干预(CPRh)分组之间的认知结果无明显差异。不过,在符号数字模型测试(SDMT)中,未干预亚组与外部游戏亚组的差异具有统计学意义(MD = 5.40,95% CI [0.08,10.72],P = 0.05)。在运动结果方面,与无干预组相比,外显子游戏仅在 6 分钟步行测试中表现出更好的结果(MD = 25.53,95% CI [6.87,44.19],p = 0.007)。两个研究分组的伯格平衡量表得分和未干预组的定时起立行走(TUG)测试结果均优于外部游戏。在心理结果方面,贝克抑郁量表(Beck Depression Inventory)未显示出任何显著差异,而改良疲劳影响量表(MFIS)得分则有利于CPRh亚组的外部游戏:外显子游戏有望提高多发性硬化症患者的认知和运动功能、动力、依从性和生活质量,这对护士来说是有益的。它可以根据个人喜好量身定制,在家也能轻松进行,有可能成为传统康复计划的可行替代方案,尤其是在复发期间。然而,要充分了解其最佳和持久的益处,还需要进一步的研究。
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CiteScore
1.90
自引率
42.90%
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0
审稿时长
12 weeks
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