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Systematic Review on the Effects of Serious Games and Wearable Technology Used in Rehabilitation of Patients With Traumatic Bone and Soft Tissue Injuries

机译:创伤性骨和软组织损伤患者康复康复的严重游戏和可穿戴技术的系统综述

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ObjectiveTo assess the effects on functional outcomes and treatment adherence of wearable technology and serious games (ie, interactive computer applications with specific purposes useful in the “real world”) currently used in physical rehabilitation of patients after traumatic bone and soft tissue injuries. Data SourcesPubMed, EMBASE, Cochrane Library, and Current Index to Nursing and Allied Health Literature were searched without publication date restrictions for the termswearable,serious game,videogameormobile application, andrehabilitation,exercise therapy, andphysiotherapy. Study SelectionThe search yielded 2704 eligible articles, which were screened by 2 independent reviewers. Studies comparing serious games to standard therapy were included. Data ExtractionMethodology and results of the studies were critically appraised in conformity with Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. Data SynthesisTwelve articles were included, all of which tested “off-the-shelf” games. No studies on “wearable-controlled” games or games specifically developed for rehabilitation could be included. Medical conditions included postoperative rehabilitation and acute traumatic injuries. All studies were of low to moderate quality. Only 2 studies found beneficial effects of serious games compared to conventional therapy. One of 3 studies reporting pain scores found beneficial effects of serious games compared to physiotherapy. One of 5 trials reporting treatment adherence found a statistically significant advantage in the game group compared to conventional physiotherapy. Because of heterogeneity in study design and outcome measures, pooling of data was not possible. ConclusionsSerious games seem a safe alternative or addition to conventional physiotherapy after traumatic bone and soft tissue injuries. Future research should determine their validity and effectiveness in rehabilitation therapy, next to their cost-effectiveness and effect on treatment adherence.
机译:ObjectiveTo评估了可穿戴技术和严重游戏的功能成果和治疗遵守的影响(即,在创伤性骨骼和软组织损伤后,目前用于患者的物理康复的特定目的的互动计算机应用。搜查了数据课程,Embase,Cochrane库和当前指数到哺乳和盟国健康文献,没有出版日期限制,用于定期可用,严重的游戏,视频传播缺失应用,Andrehabilitation,运动疗法,体育治疗。学习选择搜索产生了2704个符合条件的文章,由2名独立审稿人筛选。包括比较严重游戏对标准治疗的研究。数据提取方法和研究结果符合优先报告项目,用于系统评价和荟萃分析指南。包括数据合成文章,所有这些都测试了“现货”游戏。没有关于“可穿戴控制”游戏或专门为康复而开发的游戏的研究。医疗状况包括术后康复和急性创伤伤害。所有研究均低至中等质量。与常规治疗相比,只有2项研究发现严重比赛的有益效果。 3项研究报告疼痛分数发现严重比赛的有益效果与物理治疗相比。与常规物理疗法相比,5项试验报告治疗遵守在游戏组中发现了统计上显着的优势。由于研究设计和结果措施中的异质性,无法汇集数据。结论在创伤性骨和软组织损伤后,对常规物理治疗似乎是一种安全的替代或补充。未来的研究应确定康复治疗的有效性和有效性,遵循其成本效益和对治疗依从性的影响。

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