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Virtual reality as a vestibular rehabilitation tool for athletes after concussion: a literature review Cover

Virtual reality as a vestibular rehabilitation tool for athletes after concussion: a literature review

Open Access
|May 2020

Figures & Tables

Fig. 1.

Results of the Systematic Review Process

Characteristics of the studies included in the systematic review

First author, yearStudy designParticipantsIntervention and Comparison groupOutcomes of interestResults
Miles, 2012 [21]Systematic reviewReview aimed to look at athletes who have used virtual reality as a tool for skill improvement.Athletes were reviewed, no experimental group.Virtual Environment for sensorimotor skill improvementA virtual environment has the potential to help players with real life skills in a sports game.
Wada, 2016 [14]Case studyForty-two healthy young subjects participated in the study.Participants went through testing as a collective group.Time lags between vision, body rotation and head stability.The virtual reality environment improved dynamic posture control and improved their motor performance in real world setting.
Broglio, 2015 [20]Systematic reviewReview focuses on Athletes who have experienced brain trauma and concussions.Athletes with concussionsFinding the most effective rehabilitation method for athletes with concussions.Emerging evidence suggests that exercise and cognitive activity in a controlled environment and manner may benefit recovery for sport-related concussion.
Parker, 2008 [17]Case studyAthletes and non-athletes who have experienced a concussion.Athletes and nonathletesBalance controlAthletes walked slower and swayed more than the non-athletes. Even non-concussed, athletes showed imbalance.
Sessoms, 2015 [16]Randomized control studyMilitary Service members. Participants were between the ages of 20 and 42. Patients presented with vestibular disorders related to a mild Traumatic Brain Injury (mTBI)1 occurring within the past year.Group 1 participated in therapy sessions with Computer-Assisted Rehabilitation Environment (CAREN), group 2 participated in vestibular rehabilitation using traditional methods and techniques.Gait speed and weight shiftThe participants in group 1, using CAREN, improved in gait speed and weight shift. By the end of the therapy (Week 6), speeds ranged from 0.60 to 1.50 m/s. Self-selected walking speeds for the control group. There was not a statistically significant main effect for group type. However, there was a significant effect for time point, with walking speeds increasing over time in both groups. Group 1 walked significantly slower compared to the Control group at Visit 1 Visit 2 and Visit 3, but not for Visit 4 Visit 5, or Visit 6. Group 2 walking speeds were significantly slower than the Control group at Visit 1 and Visit 2.
Linder, 2019 [22]Case Study50 healthy, young adults. Ranged from 18–24 years old. Participants with no active neurologic or musculoskeletal condition resulting in impaired postural stability.Adults were together in one group for all tests.Dual-tasking and motor performance. Postural stability was quantified using data gathered from accelerometer and gyroscope. Cognitive task difficulty was manipulated by presenting stimuli at 30, 60 or 90 per minute. Performance of cognitive and balance tasks was compared between single-and dualtask trials.Difference in postural control was found in the stance of tandem with eyes closed. Improvement in postural stability was found within dual-task situations.
Maggio, 2019 [18]Systematic ReviewTraumatic Brain Injury (TBI)2 patients who are experiencing vestibular dysfunction.Patients with TBI2 who have vertigo.Rehabilitation tool and assessment tool validity of virtual reality for TBI2 patients.Virtual Reality has the potential be an effective assessment and rehabilitation tool to treat TBI patient’s cognitive and behavioral problems.
Pietrzak, 2014 [19]Systematic ReviewThis review focuses on TBI2 adult patients.Adults who have suffered TBI2.TBI2 patients in virtual reality rehabilitation.Virtual reality in rehabilitation of traumatic brain injury can improve motor and cognitive functionality. However, research on the middelic is very limited.
Wright, 2016 [23]Randomized control studymTBI1 patients who experience vestibular dysfunction.Healthy adults and adults with mTBI1.Sensory Organization Test (SOT) using Virtual Environment TBI Screen (VETS).The VETS is valid for detecting imbalance issues within mTBI1 patients. Patients with mTBI1 did worse than the healthy adults.
Meldrum, 2015 [15]Randomized control studyVertigo patientsGroup 1 in conventional treatment and group 2 in virtual reality based vestibular rehabilitation.Gait speed, Posturography and Dynamic Visual Acuity.Results suggest that Nintendo Wii® Fit Plus (NWFP) in vestibular rehabilitation could assist therapists in treating patients who unilateral peripheral vestibular loss.
Language: English
Page range: 42 - 48
Submitted on: Feb 11, 2020
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Accepted on: Apr 15, 2020
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Published on: May 4, 2020
In partnership with: Paradigm Publishing Services

© 2020 Lilian Felipe, Sierra Hunnicutt, published by University of Physical Education in Warsaw
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 License.