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Use of commercial video games to improve postural balance in patients with multiple sclerosis: A systematic review and meta-analysis of randomised controlled clinical trials. / Efectos de la terapia con videojuegos comerciales sobre el equilibrio postural en pacientes con esclerosis múltiple: revisión sistemática y metaanálisis de ensayos clínicos controlados aleatorizados.
Parra-Moreno, M; Rodríguez-Juan, J J; Ruiz-Cárdenas, J D.
Afiliación
  • Parra-Moreno M; Facultad de Ciencias de la Salud, Universidad Católica de Murcia, Murcia, España.
  • Rodríguez-Juan JJ; GI. ECOFISTEM, Facultad de Ciencias de la Salud, Universidad Católica de Murcia, Murcia, España.
  • Ruiz-Cárdenas JD; GI. ECOFISTEM, Facultad de Ciencias de la Salud, Universidad Católica de Murcia, Murcia, España. Electronic address: jdruiz@ucam.edu.
Neurologia (Engl Ed) ; 2018 Mar 07.
Article en En, Es | MEDLINE | ID: mdl-29525396
INTRODUCTION: Commercial video games are considered an effective tool to improve postural balance in different populations. However, the effectiveness of these video games for patients with multiple sclerosis (MS) is unclear. OBJECTIVES: To analyse existing evidence on the effects of commercial video games on postural balance in patients with MS. MATERIAL AND METHOD: We conducted a systematic literature search on 11 databases (Academic-Search Complete, AMED, CENTRAL, CINAHL, WoS, IBECS, LILACS, Pubmed/Medline, Scielo, SPORTDiscus, and Science Direct) using the following terms: "multiple sclerosis", videogames, "video games", exergam*, "postural balance", posturography, "postural control", balance. Risk of bias was analysed by 2 independent reviewers. We conducted 3 fixed effect meta-analyses and calculated the difference of means (DM) and the 95% confidence interval (95% CI) for the Four Step Square Test, Timed 25-Foot Walk, and Berg Balance Scale. RESULTS: Five randomized controlled trials were included in the qualitative systematic review and 4 in the meta-analysis. We found no significant differences between the video game therapy group and the control group in Four Step Square Test (DM: -.74; 95% CI, -2.79-1.32; P=.48; I2=0%) and Timed 25-Foot Walk scores (DM: .15; 95% CI, -1.06-.76; P=.75; I2=0%). We did observe intergroup differences in BBS scores in favour of video game therapy (DM: 5.30; 95% CI, 3.39-7.21; P<.001; I2=0%), but these were not greater than the minimum detectable change reported in the literature. CONCLUSIONS: The effectiveness of commercial video game therapy for improving postural balance in patients with MS is limited.
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Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Tipo de estudio: Clinical_trials / Qualitative_research / Systematic_reviews Idioma: En / Es Revista: Neurologia (Engl Ed) Año: 2018 Tipo del documento: Article Pais de publicación: España

Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Tipo de estudio: Clinical_trials / Qualitative_research / Systematic_reviews Idioma: En / Es Revista: Neurologia (Engl Ed) Año: 2018 Tipo del documento: Article Pais de publicación: España