Publication:
Effects of Non-Immersive Virtual Reality and Video Games on Walking Speed in Parkinson Disease: A Systematic Review and Meta-Analysis.

dc.contributor.authorNavarro-Lozano, Francisco
dc.contributor.authorKiper, Pawel
dc.contributor.authorCarmona-Pérez, Cristina
dc.contributor.authorRutkowski, Sebastian
dc.contributor.authorPinero-Pinto, Elena
dc.contributor.authorLuque-Moreno, Carlos
dc.date.accessioned2023-05-03T14:10:51Z
dc.date.available2023-05-03T14:10:51Z
dc.date.issued2022-11-08
dc.description.abstractPeople with Parkinson disease suffer from a loss of dopaminergic neurons, which are involved in walking speed. Currently, virtual reality (VR) has emerged as a useful tool for the rehabilitation of people with neurological diseases, optimizing results in balance and gait. This review aimed to evaluate the effectiveness of VR or video games (through face-to-face sessions and not telerehabilitation) in improving walking speed and other spatio-temporal parameters of gait, balance, and quality of life in patients with Parkinson disease. A bibliographic search was carried out in the MEDLINE, Web of Science, Scopus, and PEDro databases. This systematic review adhered to the PRISMA guideline statement and was registered in PROSPERO (CRD42020180836). From a total of 119 records, 5 studies met the inclusion criteria for qualitative analysis, of which 3 contributed to the meta-analysis; inconclusive findings were found on gait speed, balance, and quality of life after the use of non-immersive VR systems face-to-face. A greater number of studies are necessary, with a greater number of participants, to differentiate between those VR specific systems (specifically designed for rehabilitation) from commercial video games, including immersive systems, and obtain more conclusive evidence. Furthermore, it would be interesting to compare the administration of this treatment in person versus its administration via telerehabilitation, which will help plan treatment programs.
dc.identifier.doi10.3390/jcm11226610
dc.identifier.issn2077-0383
dc.identifier.pmcPMC9697190
dc.identifier.pmid36431086
dc.identifier.pubmedURLhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC9697190/pdf
dc.identifier.unpaywallURLhttps://www.mdpi.com/2077-0383/11/22/6610/pdf?version=1667910060
dc.identifier.urihttp://hdl.handle.net/10668/21361
dc.issue.number22
dc.journal.titleJournal of clinical medicine
dc.journal.titleabbreviationJ Clin Med
dc.language.isoen
dc.organizationInstituto de Biomedicina de Sevilla-IBIS
dc.pubmedtypeJournal Article
dc.pubmedtypeReview
dc.rightsAttribution 4.0 International
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectParkinson disease
dc.subjectexergames
dc.subjectgait disorders
dc.subjectneurologic
dc.subjectquality of life
dc.subjectvirtual reality
dc.titleEffects of Non-Immersive Virtual Reality and Video Games on Walking Speed in Parkinson Disease: A Systematic Review and Meta-Analysis.
dc.typeresearch article
dc.type.hasVersionVoR
dc.volume.number11
dspace.entity.typePublication

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