Purpose: To carry out a systematic review about the information about the application of of virtual reality and videogames in cardiac rehabilitation. Methods: A systematic review was conducted. Jadad scale was applied to evaluate the methodological quality of the articles included and the degree of evidence and the level of recommendation were determined through the Oxford Center for Evidence-Based Medicine. PRISMA guidelines statement for systematic reviews were followed. Results: The total number of articles included in the present review was 10, with heterogeneity in the study populations, cardiac rehabilitation phases, technology used and protocols. Most of the studies showed an increase in heart rate, less pain, a greater ability to walk, higher energy levels, an increase in physical activity and improvements of motivation and adherence. The methodological quality of the studies was between acceptable and poor. Conclusions: The use of virtual reality and videogames could be considered as complementary tools of physical training in patients with cardiovascular diseases in the different phases of cardiac rehabilitation. However, it is also necessary to carry out studies with adequate methodological quality to determine the ideal technological systems, target populations and clearly protocols to study their effects in the short, medium and long-term assessments.
(1) Background: The aim of the present study was to determine the effects of a virtual reality (VR) program, as a complementary tool to a conventional cardiac rehabilitation (CR) program in phase II of patients with ischemic heart disease compared to a conventional treatment group. (2) Methods: A single blinded randomized clinical trial was conducted. The patients were randomized to a control group (CG) or an experimental group (EG). The EG carried out a training based on VR of aerobic exercise using the XBOX ONE console and Kinect sensor. Ergometry, metabolic equivalents (METS), Functional Independence Measure, 6-min walk test (6MWT), the Short Form Health Survey-36 Questionnaire (SF-36), the Beck Depression Inventory-II, and the degree of satisfaction and adherence to treatment were used as outcome measures. (3) Results: Our results showed no statistically significant differences between the two groups. Statistical analysis within group for the EG showed statistically significant changes in the variables HR final ergometry, ergometry minutes, % ergometry, METS, final HR 6MWT, 6MWT distance, 6MWT number of laps, and for the SF-36 and Beck Depression Inventory-II. (4) Conclusion: A VR-based video game program, as an adjunct tool to a CR program, showed improvements in ergometry, METS, resistance to fatigue and health-related quality of life with excellent adherence and satisfaction perceived by patients with ischemic heart disease in phase II.
Person-centred care (PCC) has considerable effects on the clinical practice of health professionals. The purpose of this study was to describe the perspectives and perceived barriers and enablers o...
Our main aim was to examine the evidence of the effects of coronavirus disease confinement on the sleep of children aged 12 years and younger. A systematic review was conducted following the recommendations for Preferred Reporting Items for Systematic Reviews and Meta-Analyses. MEDLINE, Cumulative Index for Nursing and Allied Health Literature, Excerpta Medica Database, Psychological Information Database, and Web Of Science were systematically searched between the period of January 2020 and March 2021. The quality assessment was analysed with the Newcastle–Ottawa quality assessment scale and the National Institutes of Health quality assessment tool for observational cohort and cross-sectional studies. The appraisal tool for cross-sectional studies was applied to cross-sectional studies and each longitudinal study was assessed with the critical appraisal skills programme. Data analysis was carried out through a narrative review. Eight studies were included in the review. Seven studies reported changes in sleep routines and five studies focused on sleep disturbances during confinement. The most important findings were a longer duration of sleep time, an increase in sleep latency, and daytime sleepiness. Whether or not the adverse changes to sleep patterns and bedtime routines seen during the home confinement period have any long-term consequences for children's sleep and daytime functioning remains unknown.
Background/Objectives: Pediatric cerebral palsy (CP) is a neurological disorder that affects motor skills, posture, and muscle coordination, impacting children’s daily functioning and quality of life. Treatment approaches in occupational therapy aim to enhance motor function and functional independence through a variety of rehabilitative techniques. Recently, new technologies—such as virtual reality, robotics, and assistive devices—have emerged as promising tools in occupational therapy to complement traditional interventions and potentially enhance motor and sensory outcomes in children with CP. This systematic review aims to analyze the effectiveness of these innovative technological interventions in the rehabilitation of children with CP. Methods: A systematic review was conducted and different scales were used to assess the risk of bias and methodological quality. The degree of evidence and level of recommendation were established according to the Grading of Recommendations Assessment, Development, and Evaluation (GRADE). The review adhered to PRISMA guidelines, with a comprehensive literature search performed across multiple databases, including Cochrane, Web of Science, and PubMed. This systematic review has been registered in the PROSPERO database with the registration number CRD42025630162. Results: The reviewed studies indicate that technologies such as functional electrical stimulation, robotic assistance, and adaptive devices have shown improvements in mobility, motor control, posture, strength, and autonomy in children with CP. Similarly, virtual environments support the correction of facial dysfunctions and enhance social interaction through video games and social networks. While these tools hold significant potential for rehabilitation, further adjustments are needed to achieve more consistent results. Conclusions: Emerging technologies appear to be effective tools in occupational therapy for pediatric CP, with positive impacts on motor skills and functional capabilities. Nevertheless, further studies with larger sample sizes and rigorous methodological designs are necessary to confirm these findings and establish more robust evidence on their long-term efficacy.
21 July 2023 in Developmental Medicine & Child Neurology