Bibliographic Details
| Title: |
Effects of exergames on rehabilitation outcomes in patients with osteoarthritis. A systematic review. |
| Authors: |
Guede-Rojas, Francisco, Andrades-Torres, Bárbara, Aedo-Díaz, Natalia, González-Koppen, Constanza, Muñoz-Fuentes, Mirkko, Enríquez-Enríquez, Diego, Carvajal-Parodi, Claudio, Mendoza, Cristhian, Alvarez, Cristian, Fuentes-Contreras, Jorge |
| Source: |
Disability & Rehabilitation. Mar2025, Vol. 47 Issue 5, p1100-1113. 14p. |
| Subjects: |
Physical therapy, Phobias, Proprioception, Exercise video games, CINAHL database, Treatment effectiveness, Functional status, Gait in humans, Systematic reviews, MEDLINE, Virtual reality, Muscle strength, Osteoarthritis, Medical databases, Quality of life, Pain, Online information services, Body movement, Video games, Psychosocial functioning, Postural balance, Range of motion of joints, Mental depression |
| Abstract: |
Purpose: To analyze the effects of exergames on rehabilitation outcomes in osteoarthritis (OA) patients. Materials and methods: A systematic review was reported according to the PRISMA statement. Randomized controlled trials (RCTs) were searched in Pubmed, Scopus, WoS, CINAHL, and PEDro (inception to November 2023). Studies that applied non-immersive exergames and assessed physical, functional, cognitive, pain, and psychosocial outcomes were included. Comparisons were other exercise modalities and non-intervention. Methodological quality was assessed with PEDro scale, and risk of bias (RoB) was assessed with Cochrane RoB-2 tool. Results: Eight studies were included (total of participants = 401). The mean PEDro score was 6.1, and seven studies had high RoB. Seven studies involved knee OA and one cervical OA. The most frequent duration for interventions was four weeks. Exergames were more effective than controls in at least one outcome in all studies. The outcomes for which exergames were most effective were functional disability, postural balance, muscle strength, proprioception, gait, range of motion, pain, quality of life, depression, and kinesiophobia. Conclusion: Non-immersive exergames constitute an effective strategy for optimizing several relevant outcomes in rehabilitation. However, more RCTs with high methodological quality are required to deepen the knowledge about the multidimensional effects of exergames in OA patients. IMPLICATIONS FOR REHABILITATION: Osteoarthritis (OA) is one of the leading causes of disability, involving high health costs and a public health problem. Physical exercise has recently been recognized as a first-line treatment in OA to reduce symptomatology and to improve or maintain physical functioning and quality of life. Non-immersive exergames are a safe therapeutic strategy to improve functional disability, postural balance, muscle strength, proprioception, gait performance, range of motion, and pain in OA patients. Similarly, non-immersive virtual reality strategies contribute to the improvement of depression, kinesiophobia, and quality of life in people with OA. [ABSTRACT FROM AUTHOR] |
|
Copyright of Disability & Rehabilitation is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) |
| Database: |
Psychology and Behavioral Sciences Collection |