James Chung-Wai Cheung , Daphne Sze Ki Cheung , Ming Ni , Kam-Wai Chen , Ye-Jiao Mao , Lin Feng , Wing-Kai Lam , Duo Wai-Chi Wong , Aaron Kam-Lun Leung
{"title":"X-reality用于截肢者幻肢管理:系统回顾和荟萃分析","authors":"James Chung-Wai Cheung , Daphne Sze Ki Cheung , Ming Ni , Kam-Wai Chen , Ye-Jiao Mao , Lin Feng , Wing-Kai Lam , Duo Wai-Chi Wong , Aaron Kam-Lun Leung","doi":"10.1016/j.engreg.2023.02.002","DOIUrl":null,"url":null,"abstract":"<div><p>Phantom limb is a disabling neuropsychiatric condition among amputees resulting in pain and disturbance that impact their functions, quality of life, and autonomy. While pharmacological approaches appeared to be ineffective, the emergence and integration of X-reality, including virtual reality, augmented reality, and mixed reality, might elevate the effectiveness of mirror therapy in managing phantom limb. The objective of this study is to review X-reality for managing phantom pain. A systematic search was conducted on PubMed, Scopus, Web of Science, PsycINFO, Embase, and CINAHL. Sixteen (<em>n</em> = 16) studies containing 66 lower-limb and 53 upper-limb amputees were included for the review over the thematic framework of amputee characteristics and intervention designs, while thirteen (<em>n</em> = 13) studies were further proceeded for the meta-analysis. We found eleven studies on virtual reality (<em>n</em> = 11), four studies on marker-based augmented reality (<em>n</em> = 4) and one study on mixed reality (<em>n</em> = 1) with a total of 40 game/task themes involving, motor skills, motor control, and stimulus-sensing. Regardless, all these interventions adopted the movement representation strategies with different techniques. Overall, the X-reality interventions reduced the pain level of the amputees (mean difference: -2.30, 95% CI, -3.38 to -1.22), especially the virtual reality subgroup (mean difference: -2.83, 95% CI, -4.43 to -1.22). However, there were substantial heterogeneity and partially explained by the subgroup analysis on publication year. The strength of evidence was limited by case reports and case series in this review.</p></div>","PeriodicalId":72919,"journal":{"name":"Engineered regeneration","volume":"4 2","pages":"Pages 134-151"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"X-reality for phantom limb management for amputees: A systematic review and meta-analysis\",\"authors\":\"James Chung-Wai Cheung , Daphne Sze Ki Cheung , Ming Ni , Kam-Wai Chen , Ye-Jiao Mao , Lin Feng , Wing-Kai Lam , Duo Wai-Chi Wong , Aaron Kam-Lun Leung\",\"doi\":\"10.1016/j.engreg.2023.02.002\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>Phantom limb is a disabling neuropsychiatric condition among amputees resulting in pain and disturbance that impact their functions, quality of life, and autonomy. While pharmacological approaches appeared to be ineffective, the emergence and integration of X-reality, including virtual reality, augmented reality, and mixed reality, might elevate the effectiveness of mirror therapy in managing phantom limb. The objective of this study is to review X-reality for managing phantom pain. A systematic search was conducted on PubMed, Scopus, Web of Science, PsycINFO, Embase, and CINAHL. Sixteen (<em>n</em> = 16) studies containing 66 lower-limb and 53 upper-limb amputees were included for the review over the thematic framework of amputee characteristics and intervention designs, while thirteen (<em>n</em> = 13) studies were further proceeded for the meta-analysis. We found eleven studies on virtual reality (<em>n</em> = 11), four studies on marker-based augmented reality (<em>n</em> = 4) and one study on mixed reality (<em>n</em> = 1) with a total of 40 game/task themes involving, motor skills, motor control, and stimulus-sensing. Regardless, all these interventions adopted the movement representation strategies with different techniques. Overall, the X-reality interventions reduced the pain level of the amputees (mean difference: -2.30, 95% CI, -3.38 to -1.22), especially the virtual reality subgroup (mean difference: -2.83, 95% CI, -4.43 to -1.22). However, there were substantial heterogeneity and partially explained by the subgroup analysis on publication year. The strength of evidence was limited by case reports and case series in this review.</p></div>\",\"PeriodicalId\":72919,\"journal\":{\"name\":\"Engineered regeneration\",\"volume\":\"4 2\",\"pages\":\"Pages 134-151\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Engineered regeneration\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S2666138123000130\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Medicine\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Engineered regeneration","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2666138123000130","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Medicine","Score":null,"Total":0}
引用次数: 2
摘要
幻肢是截肢者的一种致残性神经精神疾病,导致疼痛和障碍,影响他们的功能、生活质量和自主性。虽然药理学方法似乎无效,但X现实的出现和整合,包括虚拟现实、增强现实和混合现实,可能会提高镜像疗法在管理幻肢方面的有效性。本研究的目的是回顾X现实在管理幻影疼痛方面的作用。在PubMed、Scopus、Web of Science、PsycINFO、Embase和CINAHL上进行了系统搜索。16项(n=16)研究包括66名下肢截肢者和53名上肢截肢者,用于对截肢者特征和干预设计的主题框架进行审查,而13项(n=13)研究进一步进行荟萃分析。我们发现了11项关于虚拟现实的研究(n=11),4项关于基于标记的增强现实(n=4)和1项关于混合现实(n=1),共有40个游戏/任务主题,涉及运动技能、运动控制和刺激感知。无论如何,所有这些干预措施都采用了不同技术的运动表征策略。总体而言,X现实干预降低了截肢者的疼痛水平(平均差异:-2.30,95%置信区间,-3.38至-1.22),尤其是虚拟现实亚组(平均差异为:-2.83,95%可信区间,-4.43至-1.22。本次审查中的案件报告和案件系列限制了证据的强度。
X-reality for phantom limb management for amputees: A systematic review and meta-analysis
Phantom limb is a disabling neuropsychiatric condition among amputees resulting in pain and disturbance that impact their functions, quality of life, and autonomy. While pharmacological approaches appeared to be ineffective, the emergence and integration of X-reality, including virtual reality, augmented reality, and mixed reality, might elevate the effectiveness of mirror therapy in managing phantom limb. The objective of this study is to review X-reality for managing phantom pain. A systematic search was conducted on PubMed, Scopus, Web of Science, PsycINFO, Embase, and CINAHL. Sixteen (n = 16) studies containing 66 lower-limb and 53 upper-limb amputees were included for the review over the thematic framework of amputee characteristics and intervention designs, while thirteen (n = 13) studies were further proceeded for the meta-analysis. We found eleven studies on virtual reality (n = 11), four studies on marker-based augmented reality (n = 4) and one study on mixed reality (n = 1) with a total of 40 game/task themes involving, motor skills, motor control, and stimulus-sensing. Regardless, all these interventions adopted the movement representation strategies with different techniques. Overall, the X-reality interventions reduced the pain level of the amputees (mean difference: -2.30, 95% CI, -3.38 to -1.22), especially the virtual reality subgroup (mean difference: -2.83, 95% CI, -4.43 to -1.22). However, there were substantial heterogeneity and partially explained by the subgroup analysis on publication year. The strength of evidence was limited by case reports and case series in this review.