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dc.creatorNavarro Lozano, Franciscoes
dc.creatorKiper, Paweles
dc.creatorCarmona Pérez, Cristinaes
dc.creatorRutkowski, Sebastianes
dc.creatorPiñero Pinto, Elenaes
dc.creatorLuque Moreno, Carloses
dc.date.accessioned2023-10-03T13:34:41Z
dc.date.available2023-10-03T13:34:41Z
dc.date.issued2022
dc.identifier.citationNavarro Lozano, F., Kiper, P., Carmona Pérez, C., Rutkowski, S., Piñero Pinto, E. y Luque Moreno, C. (2022). Effects of Non-Immersive Virtual Reality and Video Games on Walking Speed in Parkinson Disease: A Systematic Review and Meta-Analysis. Journal of Clinical Medicine (JCM), 11 (22), 66100. https://doi.org/10.3390/jcm11226610.
dc.identifier.issn2077-0383es
dc.identifier.urihttps://hdl.handle.net/11441/149338
dc.description.abstractPeople with Parkinson disease suffer from a loss of dopaminergic neurons, which are involved in walking speed. Currently, virtual reality (VR) has emerged as a useful tool for the rehabilitation of people with neurological diseases, optimizing results in balance and gait. This review aimed to evaluate the effectiveness of VR or video games (through face-to-face sessions and not telerehabilitation) in improving walking speed and other spatio-temporal parameters of gait, balance, and quality of life in patients with Parkinson disease. A bibliographic search was carried out in the MEDLINE, Web of Science, Scopus, and PEDro databases. This systematic review adhered to the PRISMA guideline statement and was registered in PROSPERO (CRD42020180836). From a total of 119 records, 5 studies met the inclusion criteria for qualitative analysis, of which 3 contributed to the meta-analysis; inconclusive findings were found on gait speed, balance, and quality of life after the use of non-immersive VR systems face-to-face. A greater number of studies are necessary, with a greater number of participants, to differentiate between those VR specific systems (specifically designed for rehabilitation) from commercial video games, including immersive systems, and obtain more conclusive evidence. Furthermore, it would be interesting to compare the administration of this treatment in person versus its administration via telerehabilitation, which will help plan treatment programs.es
dc.formatapplication/pdfes
dc.format.extent15 p.es
dc.language.isoenges
dc.publisherMDPIes
dc.relation.ispartofJournal of Clinical Medicine (JCM), 11 (22), 66100.
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectParkinson diseasees
dc.subjectGait disorderses
dc.subjectNeurologices
dc.subjectVirtual realityes
dc.subjectExergameses
dc.subjectQuality of lifees
dc.titleEffects of Non-Immersive Virtual Reality and Video Games on Walking Speed in Parkinson Disease: A Systematic Review and Meta-Analysises
dc.typeinfo:eu-repo/semantics/articlees
dcterms.identifierhttps://ror.org/03yxnpp24
dc.type.versioninfo:eu-repo/semantics/publishedVersiones
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.contributor.affiliationUniversidad de Sevilla. Departamento de Fisioterapiaes
dc.relation.publisherversionhttps://www.mdpi.com/2077-0383/11/22/6610es
dc.identifier.doi10.3390/jcm11226610es
dc.journaltitleJournal of Clinical Medicine (JCM)es
dc.publication.volumen11es
dc.publication.issue22es
dc.publication.initialPage66100es

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