Non-Immersive Virtual Reality-Based Therapy Applied in Cardiac Rehabilitation: A Systematic Review with Meta-Analysis

Author:

Peinado-Rubia Ana Belén12ORCID,Verdejo-Herrero Alberto3ORCID,Obrero-Gaitán Esteban2ORCID,Osuna-Pérez María Catalina2ORCID,Cortés-Pérez Irene2ORCID,García-López Héctor3ORCID

Affiliation:

1. Asociación de Fibromialgia de Jaén (AFIXA), C/Baltasar de Alcázar 5, 23008 Jaén, Spain

2. Department of Health Sciences, University of Jaén, Campus Las Lagunillas s/n, 23071 Jaén, Spain

3. Department of Nursing, Physiotherapy and Medicine, University of Almería, Ctra. Sacramento s/n, 04120 Almería, Spain

Abstract

Background: The aim of this systematic review with meta-analysis was to assess the effectiveness of non-immersive virtual reality (niVR) active videogames in patients who underwent cardiac rehabilitation (CR). Methods: A systematic review with meta-analysis, according to the PRISMA guidelines and previously registered in PROSPERO (CRD42023485240), was performed through a literature search in PubMed (Medline), SCOPUS, WOS, and PEDro since inception to 21 November 2023. We included randomized controlled trials (RCTs) that assessed the effectiveness of an niVR intervention, in comparison with conventional CR and usual care, on aerobic capacity and cardiovascular endurance (physical function), anxiety, depression, and quality of life (QoL). The risk of bias in individual studies was assessed using the Cochrane risk of bias tool. Effect size was estimated using Cohen’s standardized mean difference (SMD) and its 95% confidence interval (95% CI) in a random-effects model. Results: Nine RCT that met the inclusion criteria were included in the meta-analysis. The meta-analysis showed a moderate-to-large effect favoring niVR active videogames included in CR in increasing aerobic capacity and cardiovascular endurance (SMD = 0.74; 95% CI 0.11 to 1.37; p = 0.021) and reducing anxiety (SMD = −0.66; 95% CI −1.13 to −0.2; p = 0.006). Only 4.8% of patients reported adverse events while performing niVR active videogames. Conclusions: Inclusion of niVR active videogames in CR programs is more effective than conventional CR in improving aerobic capacity and cardiovascular endurance and in reducing anxiety.

Publisher

MDPI AG

Reference78 articles.

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