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The effect of virtual reality applications on treatment outcomes in lower extremity rehabilitation: a systematic review Cover

The effect of virtual reality applications on treatment outcomes in lower extremity rehabilitation: a systematic review

Open Access
|Sep 2024

Figures & Tables

Fig. 1.

Flow chart

Risk of bias analysis of studies

Risk of bias arising from the randomization processRisk of bias due to deviations from the intended interventions (effect of assignment to interventionRisk of bias due to deviations from the intended interventions (effect of adhering to intervention)Risk of bias due to missing outcome dataRisk of bias in outcome mea surementRisk of bias in selection of the reported resultOverall
Fung et al. (2012) [25]
Piqueras et al. (2013) [19]
Koo et al. (2018) [15]
Kim et al., 2019 [24]
Ku et al. (2019) [18]
Bettger et al. (2020) [22]
Gianola et al., 2020 [23]
Sadeghi et al. (2021) [13]
Fuchs et al. (2022) [21]
Zavala-Gonzalez et al. (2022) [17]
Mete et al. (2022) [16]
Pournaiaf et al. (2022) [20]

The characteristics of the included studies

StudyDeviceParticipantsOutcome MeasuresInterventionFrequency and sessionResults
Fung et al. (2012) [25]Nintendo Wii Fit™50 individuals who have undergone TKALength of outpatient rehabilitation, 2-minute walk test, knee ROM, timed standing, ABC Scale, Lower Extremity Functional Scale and NPRS (every 2 weeks until discharge)
  • TG: physiotherapy session followed by 15 minutes of Wii Fit gaming activities. The games encouraged lateral and multidirectional weight shifting, and provided visual feedback regarding postural balance.

  • CG: physiotherapy session followed by 15 minutes of lower extremity strengthening and balance training exercises.

  • Both control and study interventions were provided in addition to and following each regularly scheduled 60-minute physiotherapy session

Every 2 weeks until discharge each group: 75 minThere were no significant differences between groups. Wii Fit is potentially acceptable as an adjunct to physiotherapy intervention for patients following total knee replacement.
Piqueras et al. (2013) [19]Custom image processing program133 individuals who have undergone TKAmuscle strength, ROM, WOMAC, TUG, VAS
  • TG: 1-h interactive virtual telerehabilitation for 10 days

  • CG: standard clinical protocol of TKA rehabilitation consisting of 1-h sessions for 10 days

10 days/60 min
  • Patients in the interactive virtual telerehabilitation group achieved improvements in the functional variables similar to those achieved in the conventional therapy group.

  • A 2-week interactive virtual telerehabilitation programme is at least as effective as conventional therapy.

Koo et al. (2018) [15]Augmented reality integrates VR and analog MT via a real-time image processing technique22 individuals who have undergone TKAShort Form Geriatric Depression Scale, VAS, WOMAC, 6 minute walking testGroups are received analgesia and enhanced reality therapy. Evaluation was performed 5, 12, 33 days after the initiation of enhanced reality.Full term intervention group: 5 weekdays over 2 weeks) half term intervention group: (HFI: intervention was provided for 1 week).
  • Analgesia in the 2-week therapy group was effective until the third evaluation, whereas in the other group, it was effective only until the second evaluation.

  • Improvement in ROM in the 2-week group was also maintained until the third evaluation.

Ku et al.(2018) [18]3D-ARS44 elderly individualsFAC, MBI, BBS, TUG, FMA, Tetrax posturography
  • TG: 3D-ARS training

  • CG: conventional physical fitness program such as lower-extremity strengthening and balance training

30 minutes, 3 times per week, for 4 weeksThere is improvement in both groups, but parameters such as balance, weight distribution and fall risk are better in TG.
Kim et al. (2019) [24]Nintendo Wii21 individuals with Functional Ankle Instabilitystatic and dynamic balance (Biodex Balance System)
  • TG: strength and balance exercises were done for 10 minutes each using a program included in the Nintendo Wii Fit Plus.

  • CG: four ankle strength exercises using the TheraBand and the balance exercises were performed for 10 minutes each.

30 minutes, 3 times per week, for 4 weeksVR exercise is more effective in the overall direction (static) and medial-lateral direction (dynamic) of balance than conventional method.
Bettger et al. (2020) [22]Virtual Exercise Rehabilitation Assistant (VERA)247 individuals who have undergone TKAhospitality cost, KOOS, pain, falls, knee flexion and extension ROM, 10-m gait speed
  • TG: virtual PT program (involving an avatar coach and telerehabilitation with remote clinician oversight by a physical therapist)

  • CG: followed their care team’s recommendations for all preoperative and postoperative medical and rehabilitative care

6 weeksReceive virtual PT with VERA had significantly lower 3-month health-care costs relative to usual care. Virtual PT was as effective and safe as traditional PT (except in terms of the rate of falls).
Gionala et al. (2020) [23]Virtual Reality Rehabilitation System85 individuals with total knee arthroplastyintensity of pain, knee injury, health-related quality of life, overall perceived effect, functional independent measurement, medication assumption, isometric strength of quadriceps and hamstrings, flexion range of motion, proprioception
  • CG: traditional rehabilitation

  • EG: VR rehabilitation

  • Both groups performed passive knee movement and functional exercises (stair climbing and flat walking) on the Kinetec continuous passive knee motion system

60 minutes/day sessions until discharge (around 10 days after surgery)VR-based rehabilitation is not superior to traditional rehabilitation in terms of pain relief, medication use, and other functional outcomes, but it does appear to improve overall proprioception.
Sadeghi et al. (2021) [13]Sport Xbox Kinect64 elderly individualsIsokinetic quadriceps and hamstring strength in dominant and non-dominant legs, single-legged stance on hard and foam surfaces, tandem stance, timed up-and-go and walking speed
  • CG: waiting list

  • BT: Traditional balance training

  • VR: virtual reality balance training

  • MIX: BT + VR

40 minutes, 3 times per week, for 8 weeksMIX provided greater improvements in strength, balance, and functional mobility than BT, VR, and CG; VR demonstrated better balance and functional mobility than CT and CG; and CT showed better balance and functional mobility than CG.
Fuchs et al. (2022) [21]Samsung Gear VR55 elderly individuals
  • State-Trait Anxiety Inventory Visual analog scale

  • Western Ontario and McMaster Universities Arthritis Index

  • CG: conventional physiotherapy and CPM device (Continuous passive motion device) were applied.

  • EG: Exercise Group: conventional physiotherapy and CPM device (Continuous passive motion device) were applied, additional VR method was applied.

2 days, each session 15 minutesAfter the intervention, pain and anxiety decreased in both groups, but there was no difference between the groups. There was no difference in WOMAC scores between groups at the six-month postoperative examination.
Pournajaf et al. (2022) [20]Virtual Reality Rehabilitation System56 individuals with unilateral total knee replacement between the ages of 45 and 80Timed Up and Go (functional mobility) walking speed, pain intensity, lower extremity muscle strength, independence in daily living activities, gait and postural parameters
  • CG : conventional therapy

  • EG: VR based balance training

15 session, 5 times/week, each session 45 minutesVR-based balance training may improve gait and postural outcomes for individuals with total knee replacement. VR-based balance training, although not superior to the Control group findings, can be considered as an alternative to the traditional approach. and can be added regularly to the rehabilitation program for individuals with total knee prosthesis.
Mete et al. (2022) [16]MarVAJED® (Marmara Visual Auditory Joint Education Device)60 patients with knee osteoarthritis between the ages of 40–65Pain intensity range of motion functional status kinesiophobia proprioceptive acuity, muscle strength
  • CG: traditional physiotherapy

  • EG: traditional physiotherapy + exercise

  • 5 days a week for 6 weeks

  • Exergame: 20 min

Exercise combined with traditional physiotherapy programs in patients with knee OA provided more positive improvements in pain, freedom of movement, postural stability, kinesiophobia, proprioceptive acuity and functional status compared to the traditional physiotherapy program alone.
Gonzalez et al. (2022) [17]Wii Fit plusTM73 patients over 50 years of age
  • WOMAC

  • Berg Balance Scale, distance covered by the six-minute walk test, and weight load on the lower extremities

  • CG: traditional physiotherapy

  • EG: traditional physiotherapy + virtual reality with Nintendo Wii console

12 sessions, 2 times per week, for 6 weeks traditional physiotherapy: 10 min virtual reality: 10 minIn the short term, the addition of virtual reality via the Nintendo Wii and the Wii Balance Board platform showed statistically significant differences in the function of patients undergoing total hip replacement surgery, but these differences were of minimal clinical significance

PEDro quality assessment scale

StudyEligibility Criteria were SpecifiedRando mizationAllocation was ConcealedGroups Similarity at BaselineSubject BlindingTherapist BlindingAssessor BlindingParticipation of IndividualsIntention to TreatDifferences Between GroupsReporting Treatment Effect and VariabilityTotal
Fung et al. (2012) [25]YYYYNNYYYNY8
Piqueras et al. (2013) [19]YYYYYNNYYNY8
Koo et al. (2018) [15]YYYYNNYYYYY9
Kim et al., 2019 [24]YYYYNNNYYYY8
Ku et al. (2019) [18]YYYYNNNYYYY8
Bettger et al. (2020) [22]YYYYNNNYYNY7
Gianola et al., 2020 [23]YYYYNNYYYNY8
Sadeghi et al. (2021) [13]YYYYYNNYYYY9
Fuchs et al. (2022) [21]YYYYNNNYYNY7
Zavala-Gonzalez et al. (2022) [17]YYYYNNYYYYY8
Mete et al. (2022) [16]YYYYNNYYYYY9
Fung et al. (2012) [25]YYYYNNYYYNY8
Language: English
Page range: 43 - 57
Submitted on: Mar 2, 2024
Accepted on: Sep 17, 2024
Published on: Sep 23, 2024
In partnership with: Paradigm Publishing Services
Publication frequency: 4 issues per year

© 2024 Hande Tunc et al., published by Józef Piłsudski University of Physical Education in Warsaw
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.