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Virtual reality applications for rehabilitation of COVID‐19 patients: A systematic review

BACKGROUND AND AIMS: The COVID‐19 pandemic has changed people's lifestyles as well as the way healthcare services are delivered. Undoubtedly, the difficulties associated with COVID‐19 infection and rehabilitation and those associated with quarantine and viral preventive efforts may exacerbate t...

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Detalles Bibliográficos
Autores principales: Ahmadi Marzaleh, Milad, Peyravi, Mahmoudreza, Azhdari, Negar, Bahaadinbeigy, Kambiz, Sharifian, Roxana, Samad‐Soltani, Taha, Sarpourian, Fatemeh
Formato: Online Artículo Texto
Lenguaje:English
Publicado: John Wiley and Sons Inc. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9528946/
https://www.ncbi.nlm.nih.gov/pubmed/36210874
http://dx.doi.org/10.1002/hsr2.853
Descripción
Sumario:BACKGROUND AND AIMS: The COVID‐19 pandemic has changed people's lifestyles as well as the way healthcare services are delivered. Undoubtedly, the difficulties associated with COVID‐19 infection and rehabilitation and those associated with quarantine and viral preventive efforts may exacerbate the need for virtual reality to be used as a part of a complete rehabilitation strategy for these individuals. Thus, the present research aimed to evaluate the potential uses of virtual reality for the rehabilitation of individuals suffering from COVID‐19. METHODS: From 2019 to March 1, 2022, a systematic search was conducted in PubMed, Cochran Library, Scopus, Science Direct, ProQuest, and Web of Science databases. The papers were selected based on search terms and those that discussed the use of virtual reality in the rehabilitation of COVID‐19 patients were reviewed. Each step of the study was reviewed by two authors. RESULTS: A total of 699 papers were found during the first search. Three papers were chosen for further investigation after a thorough evaluation of the publications' titles, abstracts, and full texts. Cross‐sectional studies, randomized controlled clinical trials, and case reports comprised 33%, 33%, and 33% of the publications, respectively. Based on the results, people suffering from COVID‐19 were the focus of two papers (66%) that employed immersion virtual reality for cognitive rehabilitation, whereas one study (33%) used non‐immersive virtual reality for physical rehabilitation. In two papers (66%), virtual reality was also offered to patients in the form of a game. CONCLUSION: According to the results of the present research, virtual reality games may enhance functional and cognitive consequences, contentment levels among patients, and their ability to take charge of their own health care. In light of the obstacles faced by COVID‐19 patients, alterations in the delivery of healthcare, and the significance of rehabilitation in this group during quarantine, new techniques have been considered for these patients to maintain treatment, return to regular life, and enhance their standard of life.