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Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation

Background: Remote virtual rehabilitation aroused growing interest in the last decades, and its role has gained importance following the recent spread of COVID19 pandemic. The advantages of virtual reality (VR), augmented reality (AR), gamification, and telerehabilitation have been demonstrated in s...

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Autores principales: Berton, Alessandra, Longo, Umile Giuseppe, Candela, Vincenzo, Fioravanti, Sara, Giannone, Lucia, Arcangeli, Valeria, Alciati, Viviana, Berton, Claudia, Facchinetti, Gabriella, Marchetti, Anna, Schena, Emiliano, De Marinis, Maria Grazia, Denaro, Vincenzo
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7465609/
https://www.ncbi.nlm.nih.gov/pubmed/32784745
http://dx.doi.org/10.3390/jcm9082567
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author Berton, Alessandra
Longo, Umile Giuseppe
Candela, Vincenzo
Fioravanti, Sara
Giannone, Lucia
Arcangeli, Valeria
Alciati, Viviana
Berton, Claudia
Facchinetti, Gabriella
Marchetti, Anna
Schena, Emiliano
De Marinis, Maria Grazia
Denaro, Vincenzo
author_facet Berton, Alessandra
Longo, Umile Giuseppe
Candela, Vincenzo
Fioravanti, Sara
Giannone, Lucia
Arcangeli, Valeria
Alciati, Viviana
Berton, Claudia
Facchinetti, Gabriella
Marchetti, Anna
Schena, Emiliano
De Marinis, Maria Grazia
Denaro, Vincenzo
author_sort Berton, Alessandra
collection PubMed
description Background: Remote virtual rehabilitation aroused growing interest in the last decades, and its role has gained importance following the recent spread of COVID19 pandemic. The advantages of virtual reality (VR), augmented reality (AR), gamification, and telerehabilitation have been demonstrated in several medical fields. In this review, we searched the literature for studies using these technologies for orthopedic rehabilitation and analyzed studies’ quality, type and field of rehabilitation, patients’ characteristics, and outcomes to describe the state of the art of VR, AR, gamification, and telerehabilitation for orthopedic rehabilitation. Methods: A comprehensive search on PubMed, Medline, Cochrane, CINAHL, and Embase databases was conducted. This review was performed according to PRISMA guidelines. Studies published between 2015 and 2020 about remote virtual rehabilitations for orthopedic patients were selected. The Methodological Index for Non-Randomized Studies (MINORS) and Cochrane Risk-of-Bias assessment tool were used for quality assessment. Results: 24 studies (9 randomized controlled trials (RCTs) and 15 non-randomized studies) and 2472 patients were included. Studies mainly concern telerehabilitation (56%), and to a lesser extent VR (28%), AR (28%), and gamification (16%). Remote virtual technologies were used following knee and hip arthroplasty. The majority of included patients were between 40 and 60 years old and had a university degree. Remote virtual rehabilitation was not inferior to face-to-face therapy, and physical improvements were demonstrated by increased clinical scores. Orthopedic virtual remote rehabilitation decreased costs related to transports, hospitalizations, and readmissions. Conclusion: The heterogeneity of included studies prevented a meta-analysis of their results. Age and social context influence adaptability to technology, and this can modify compliance to treatment and outcomes. A good relationship between patient and physiotherapist is essential for treatment compliance and new technologies are useful to maintain clinical interactions remotely. Remote virtual technologies allow the delivery of high-quality care at reduced costs. This is a necessity given the growing demand for orthopedic rehabilitation and increasing costs related to it. Future studies need to develop specific and objective methods to evaluate the clinical quality of new technologies and definitively demonstrate advantages of VR, AR, gamification, and telerehabilitation compared to face-to face orthopedic rehabilitation.
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spelling pubmed-74656092020-09-04 Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation Berton, Alessandra Longo, Umile Giuseppe Candela, Vincenzo Fioravanti, Sara Giannone, Lucia Arcangeli, Valeria Alciati, Viviana Berton, Claudia Facchinetti, Gabriella Marchetti, Anna Schena, Emiliano De Marinis, Maria Grazia Denaro, Vincenzo J Clin Med Review Background: Remote virtual rehabilitation aroused growing interest in the last decades, and its role has gained importance following the recent spread of COVID19 pandemic. The advantages of virtual reality (VR), augmented reality (AR), gamification, and telerehabilitation have been demonstrated in several medical fields. In this review, we searched the literature for studies using these technologies for orthopedic rehabilitation and analyzed studies’ quality, type and field of rehabilitation, patients’ characteristics, and outcomes to describe the state of the art of VR, AR, gamification, and telerehabilitation for orthopedic rehabilitation. Methods: A comprehensive search on PubMed, Medline, Cochrane, CINAHL, and Embase databases was conducted. This review was performed according to PRISMA guidelines. Studies published between 2015 and 2020 about remote virtual rehabilitations for orthopedic patients were selected. The Methodological Index for Non-Randomized Studies (MINORS) and Cochrane Risk-of-Bias assessment tool were used for quality assessment. Results: 24 studies (9 randomized controlled trials (RCTs) and 15 non-randomized studies) and 2472 patients were included. Studies mainly concern telerehabilitation (56%), and to a lesser extent VR (28%), AR (28%), and gamification (16%). Remote virtual technologies were used following knee and hip arthroplasty. The majority of included patients were between 40 and 60 years old and had a university degree. Remote virtual rehabilitation was not inferior to face-to-face therapy, and physical improvements were demonstrated by increased clinical scores. Orthopedic virtual remote rehabilitation decreased costs related to transports, hospitalizations, and readmissions. Conclusion: The heterogeneity of included studies prevented a meta-analysis of their results. Age and social context influence adaptability to technology, and this can modify compliance to treatment and outcomes. A good relationship between patient and physiotherapist is essential for treatment compliance and new technologies are useful to maintain clinical interactions remotely. Remote virtual technologies allow the delivery of high-quality care at reduced costs. This is a necessity given the growing demand for orthopedic rehabilitation and increasing costs related to it. Future studies need to develop specific and objective methods to evaluate the clinical quality of new technologies and definitively demonstrate advantages of VR, AR, gamification, and telerehabilitation compared to face-to face orthopedic rehabilitation. MDPI 2020-08-07 /pmc/articles/PMC7465609/ /pubmed/32784745 http://dx.doi.org/10.3390/jcm9082567 Text en © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Review
Berton, Alessandra
Longo, Umile Giuseppe
Candela, Vincenzo
Fioravanti, Sara
Giannone, Lucia
Arcangeli, Valeria
Alciati, Viviana
Berton, Claudia
Facchinetti, Gabriella
Marchetti, Anna
Schena, Emiliano
De Marinis, Maria Grazia
Denaro, Vincenzo
Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation
title Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation
title_full Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation
title_fullStr Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation
title_full_unstemmed Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation
title_short Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation
title_sort virtual reality, augmented reality, gamification, and telerehabilitation: psychological impact on orthopedic patients’ rehabilitation
topic Review
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7465609/
https://www.ncbi.nlm.nih.gov/pubmed/32784745
http://dx.doi.org/10.3390/jcm9082567
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