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Effects on gait and balance of home-based active video game interventions in persons with multiple sclerosis: A systematic review
BACKGROUND: The current coronavirus disease (COVID-19) pandemic makes it difficult to obtain physical therapy in rehabilitation centres, particularly for persons with multiple sclerosis (pwMS), who are a population at high risk, since viral infections may contribute to MS exacerbations and relapses....
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Elsevier B.V.
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9764369/ https://www.ncbi.nlm.nih.gov/pubmed/33845351 http://dx.doi.org/10.1016/j.msard.2021.102928 |
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author | Dalmazane, Marion Gallou-Guyot, Matthieu Compagnat, Maxence Magy, Laurent Montcuquet, Alexis Billot, Maxime Daviet, Jean-Christophe Perrochon, Anaick |
author_facet | Dalmazane, Marion Gallou-Guyot, Matthieu Compagnat, Maxence Magy, Laurent Montcuquet, Alexis Billot, Maxime Daviet, Jean-Christophe Perrochon, Anaick |
author_sort | Dalmazane, Marion |
collection | PubMed |
description | BACKGROUND: The current coronavirus disease (COVID-19) pandemic makes it difficult to obtain physical therapy in rehabilitation centres, particularly for persons with multiple sclerosis (pwMS), who are a population at high risk, since viral infections may contribute to MS exacerbations and relapses. Active video games could be a way to maintain physical therapy at home as part of the rehabilitation. The aim of this review is to summarise the current best evidence for the effectiveness of home-based active video games on gait and balance, user compliance, feasibility and safety for pwMS. METHODS: We searched for studies in five databases (PubMed, Scopus, Cochrane, CINAHL and Science direct) up to October 2020. Selection of studies, extraction of data and methodological quality assessment through the PEDro scale were made independently by two authors and discussed with a third author. RESULTS: Nine studies were included in this systematic review. We found significant improvements in balance; results were mixed concerning mobility, physical activity and gait. Home-based active video games are feasible and safe, with good compliance and adherence. The methodological quality of the studies was moderate (PEDro scale: 5.3 ± 2). CONCLUSION: Overall, home-based active video games were found safe and effective improving static and dynamic balance in pwMS. Compliance was good, probably because it is a motivating and enjoyable training. Active video games can be a relevant alternative for physical rehabilitation at home in pwMS. Future studies should follow more rigorous methodological standards (larger sample sizes, more randomised controlled trials) to improve the quality of evidence and include cost-effectiveness in the analysis. |
format | Online Article Text |
id | pubmed-9764369 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Elsevier B.V. |
record_format | MEDLINE/PubMed |
spelling | pubmed-97643692022-12-20 Effects on gait and balance of home-based active video game interventions in persons with multiple sclerosis: A systematic review Dalmazane, Marion Gallou-Guyot, Matthieu Compagnat, Maxence Magy, Laurent Montcuquet, Alexis Billot, Maxime Daviet, Jean-Christophe Perrochon, Anaick Mult Scler Relat Disord Review Article BACKGROUND: The current coronavirus disease (COVID-19) pandemic makes it difficult to obtain physical therapy in rehabilitation centres, particularly for persons with multiple sclerosis (pwMS), who are a population at high risk, since viral infections may contribute to MS exacerbations and relapses. Active video games could be a way to maintain physical therapy at home as part of the rehabilitation. The aim of this review is to summarise the current best evidence for the effectiveness of home-based active video games on gait and balance, user compliance, feasibility and safety for pwMS. METHODS: We searched for studies in five databases (PubMed, Scopus, Cochrane, CINAHL and Science direct) up to October 2020. Selection of studies, extraction of data and methodological quality assessment through the PEDro scale were made independently by two authors and discussed with a third author. RESULTS: Nine studies were included in this systematic review. We found significant improvements in balance; results were mixed concerning mobility, physical activity and gait. Home-based active video games are feasible and safe, with good compliance and adherence. The methodological quality of the studies was moderate (PEDro scale: 5.3 ± 2). CONCLUSION: Overall, home-based active video games were found safe and effective improving static and dynamic balance in pwMS. Compliance was good, probably because it is a motivating and enjoyable training. Active video games can be a relevant alternative for physical rehabilitation at home in pwMS. Future studies should follow more rigorous methodological standards (larger sample sizes, more randomised controlled trials) to improve the quality of evidence and include cost-effectiveness in the analysis. Elsevier B.V. 2021-06 2021-03-28 /pmc/articles/PMC9764369/ /pubmed/33845351 http://dx.doi.org/10.1016/j.msard.2021.102928 Text en © 2021 Elsevier B.V. All rights reserved. Since January 2020 Elsevier has created a COVID-19 resource centre with free information in English and Mandarin on the novel coronavirus COVID-19. The COVID-19 resource centre is hosted on Elsevier Connect, the company's public news and information website. Elsevier hereby grants permission to make all its COVID-19-related research that is available on the COVID-19 resource centre - including this research content - immediately available in PubMed Central and other publicly funded repositories, such as the WHO COVID database with rights for unrestricted research re-use and analyses in any form or by any means with acknowledgement of the original source. These permissions are granted for free by Elsevier for as long as the COVID-19 resource centre remains active. |
spellingShingle | Review Article Dalmazane, Marion Gallou-Guyot, Matthieu Compagnat, Maxence Magy, Laurent Montcuquet, Alexis Billot, Maxime Daviet, Jean-Christophe Perrochon, Anaick Effects on gait and balance of home-based active video game interventions in persons with multiple sclerosis: A systematic review |
title | Effects on gait and balance of home-based active video game interventions in persons with multiple sclerosis: A systematic review |
title_full | Effects on gait and balance of home-based active video game interventions in persons with multiple sclerosis: A systematic review |
title_fullStr | Effects on gait and balance of home-based active video game interventions in persons with multiple sclerosis: A systematic review |
title_full_unstemmed | Effects on gait and balance of home-based active video game interventions in persons with multiple sclerosis: A systematic review |
title_short | Effects on gait and balance of home-based active video game interventions in persons with multiple sclerosis: A systematic review |
title_sort | effects on gait and balance of home-based active video game interventions in persons with multiple sclerosis: a systematic review |
topic | Review Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9764369/ https://www.ncbi.nlm.nih.gov/pubmed/33845351 http://dx.doi.org/10.1016/j.msard.2021.102928 |
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