Will it do the same for stroke? Ask your doctor when such research will start up. No response, then call the stroke hospital president and ask when incompetent doctors are fired. I take no prisoners.
Virtual Reality Enhances Gait in Cerebral Palsy: A Training Dose-Response Meta-Analysis
- 1Institute for Sports Science, Leibniz University Hannover, Hannover, Germany
- 2Rsgbiogen, New Delhi, India
Introduction
Gait dysfunctions are prominent in children with cerebral palsy (1, 2).
Reduction in gait velocity, cadence and stride length are common
spatiotemporal gait characteristics exhibited by children with cerebral
palsy (2).
Recent experimental and review studies have reported the beneficial
influence of virtual-reality training strategies to considerably
influence gait performance in children with cerebral palsy (3, 4). According to Aminov et al. (5),
virtual reality is a superior rehabilitative approach when compared
with conventional therapeutic approaches. The authors suggest that this
strategy can allow a patient to (re)learn motor skills while interacting
with real-life scenarios in an ecological yet patient-centric manner (6).
The application of this intervention is dynamic as it
allows real-time “multisensory” feedback of executed movement to both
the performer and the medical practitioner. This further can
simultaneously facilitate the motor planning and perception of the
performer and allow the medical practitioner to monitor and control the
complexity of the virtual-reality task/environment according to each
performer's capability (7).
Several underlying mechanisms through which virtual-reality training
can facilitate motor rehabilitation have been reported. For instance,
amplification of sensorimotor representation by augmented sensory
feedback (8–12), enhancement of error feedback (13), reduction of cognitive load (14–17), reduction of musculoskeletal coactivation (18), increased arousal (19), and motivation (20) are few of the reasons by which virtual-reality training might enhance gait recovery (3, 4, 21).
Moreover, neuroimaging studies have reported that training with virtual
reality can facilitate recovery by instigating cortical reorganization (22) and neural plasticity (23, 24), thus suggesting a strong potential for virtual-reality-based training for recovering gait in children with cerebral palsy.
Recent systematic reviews have reported the beneficial
effects of virtual-reality-based training on gait performance in
children with cerebral palsy (3, 4).
However, to the best of our knowledge, only one study has elucidated
the influence of virtual-reality training on gait performance in
children with cerebral palsy statistically, i.e., a meta-analysis (3). Chen et al. (3)
performed a meta-analysis on eight studies and reported a positive
effect size of 0.75 (0.34–1.16) on the ambulation function after
training with virtual reality. Although the findings of this study are
in line with previous reviews, there were certain limitations. Firstly,
the authors did not explore the cause of heterogeneity observed in the
analysis, i.e., I2 = 59%. Secondly, the authors did
not describe the specific variables evaluated in the ambulation
function, i.e., no information was provided as to what these
enhancements were applicable on, for instance, gait velocity, stride
length, etc. Thirdly, the authors included some studies in the analysis
that, on re-evaluation, were found to not have evaluated any gait
parameter at all.
In the present systematic review and meta-analysis, our
aim is to develop a state of evidence defining the influence of
virtual-reality training on spatiotemporal gait parameters in children
with cerebral palsy. Moreover, the importance of determining training
dosages in neurological rehabilitation has been emphasized in several
studies (25–31).
Therefore, as a secondary objective, this present review also aims to
elucidate effective training dosages for virtual-reality-based gait
training that could be incorporated by medical practitioners during gait
rehabilitation for children with cerebral palsy.
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