Virtual reality for rehabilitation in Parkinson's disease

Kim Dockx, Esther Mj Bekkers, Veerle Van den Bergh, Pieter Ginis, Lynn Rochester, Jeffrey M Hausdorff, Anat Mirelman, Alice Nieuwboer, Kim Dockx, Esther Mj Bekkers, Veerle Van den Bergh, Pieter Ginis, Lynn Rochester, Jeffrey M Hausdorff, Anat Mirelman, Alice Nieuwboer

Abstract

Background: Parkinson's disease (PD) is a neurodegenerative disorder that is best managed by a combination of medication and regular physiotherapy. In this context, virtual reality (VR) technology is proposed as a new rehabilitation tool with a possible added value over traditional physiotherapy approaches. It potentially optimises motor learning in a safe environment, and by replicating real-life scenarios could help improve functional activities of daily living.

Objectives: The objective of this review was to summarise the current best evidence for the effectiveness of VR interventions for the rehabilitation of people with PD in comparison with 1) active interventions, and 2) passive interventions. Our primary goal was to determine the effect of VR training on gait and balance. Secondary goals included examining the effects of VR on global motor function, activities of daily living, quality of life, cognitive function, exercise adherence, and the occurrence of adverse events.

Search methods: We identified relevant articles through electronic searches of the Cochrane Movement Disorders Group Trials Register, the Cochrane Central Register of Controlled Trials (CENTRAL) (the Cochrane Library), MEDLINE, Embase, CINAHL, the Physiotherapy Evidence Database (PEDro), online trials registers, and by handsearching reference lists. We carried out all searches up until 26 November 2016.

Selection criteria: We searched for randomised and quasi-randomised controlled trials of VR exercise interventions in people with PD. We included only trials where motor rehabilitation was the primary goal.

Data collection and analysis: Two review authors independently searched for trials that corresponded to the predefined inclusion criteria. We independently extracted and assessed all data for methodological quality. A third review author was responsible for conflict resolution when required.

Main results: We included 8 trials involving 263 people with PD in the review. Risk of bias was unclear or high for all but one of the included studies. Study sample sizes were small, and there was a large amount of heterogeneity between trials with regard to study design and the outcome measures used. As a result, we graded the quality of the evidence as low or very low. Most of the studies intended to improve motor function using commercially available devices, which were compared with physiotherapy. The interventions lasted for between 4 and 12 weeks.In comparison to physiotherapy, VR may lead to a moderate improvement in step and stride length (standardised mean difference (SMD) 0.69, 95% confidence interval (CI) 0.30 to 1.08; 3 studies; 106 participants; low-quality evidence). VR and physiotherapy interventions may have similar effects on gait (SMD 0.20, 95% CI -0.14 to 0.55; 4 studies; 129 participants; low-quality evidence), balance (SMD 0.34, 95% CI -0.04 to 0.71; 5 studies; 155 participants; low-quality evidence), and quality of life (mean difference 3.73 units, 95% CI -2.16 to 9.61; 4 studies; 106 participants). VR interventions did not lead to any reported adverse events, and exercise adherence did not differ between VR and other intervention arms.The evidence available comparing VR exercise with a passive control was more limited. The evidence for the main outcomes of interest was of very low quality due to the very small sample sizes of the two studies available for this comparison.

Authors' conclusions: We found low-quality evidence of a positive effect of short-term VR exercise on step and stride length. VR and physiotherapy may have similar effects on gait, balance, and quality of life. The evidence available comparing VR with passive control interventions was more limited. Additional high-quality, large-scale studies are needed to confirm these findings.

Conflict of interest statement

Kim Dockx, Esther MJ Bekkers, Lynn Rochester, Jeffery M Hausdorff, Anat Mirelman, and Alice Nieuwboer are involved in the V‐TIME study, which investigates the effectiveness of a VR walking intervention to improve mobility and reduce falls among older people.

Veerle Van den Bergh and Pieter Ginis have no declarations of interest.

Figures

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1
Study flow diagram.
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Risk of bias summary: review authors' judgements about each risk of bias item for each included study.
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Risk of bias graph: review authors' judgements about each risk of bias item presented as percentages across all included studies.
1.1. Analysis
1.1. Analysis
Comparison 1 Virtual reality versus active intervention (short term), Outcome 1 Gait (composite measure).
1.2. Analysis
1.2. Analysis
Comparison 1 Virtual reality versus active intervention (short term), Outcome 2 Gait speed.
1.3. Analysis
1.3. Analysis
Comparison 1 Virtual reality versus active intervention (short term), Outcome 3 Step and stride length.
1.4. Analysis
1.4. Analysis
Comparison 1 Virtual reality versus active intervention (short term), Outcome 4 Balance (composite measure).
1.5. Analysis
1.5. Analysis
Comparison 1 Virtual reality versus active intervention (short term), Outcome 5 Berg Balance Scale.
1.6. Analysis
1.6. Analysis
Comparison 1 Virtual reality versus active intervention (short term), Outcome 6 Global motor function.
1.7. Analysis
1.7. Analysis
Comparison 1 Virtual reality versus active intervention (short term), Outcome 7 Activities of daily living.
1.8. Analysis
1.8. Analysis
Comparison 1 Virtual reality versus active intervention (short term), Outcome 8 PDQ‐39.
1.9. Analysis
1.9. Analysis
Comparison 1 Virtual reality versus active intervention (short term), Outcome 9 Cognitive function.
2.1. Analysis
2.1. Analysis
Comparison 2 Virtual reality versus passive intervention (short term), Outcome 1 Gait.
2.2. Analysis
2.2. Analysis
Comparison 2 Virtual reality versus passive intervention (short term), Outcome 2 Balance (composite measure).
2.3. Analysis
2.3. Analysis
Comparison 2 Virtual reality versus passive intervention (short term), Outcome 3 Activities of daily living.
2.4. Analysis
2.4. Analysis
Comparison 2 Virtual reality versus passive intervention (short term), Outcome 4 Quality of Life.

Source: PubMed

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