《中国康复理论与实践》 ›› 2026, Vol. 32 ›› Issue (9): 1003-1015.doi: 10.3969/j.issn.1006-9771.2026.09.002

• 专题 认知障碍康复 • 上一篇    下一篇

虚拟现实运动游戏对认知功能障碍人群多维结局的影响:基于ICF框架的三水平Meta分析

蒋阳1, 彭皓1, 尹兴晓1, 李艳琪1, 宋艳萍2, 姚娜2, 申震2, 陈奇刚2()   

  1. 1 云南师范大学体育学院, 云南昆明市 650500
    2 云南中医药大学第三附属医院(昆明市中医医院)康复科, 云南昆明市 650011
  • 收稿日期:2026-02-12 修回日期:2026-04-02 接受日期:2026-04-08 出版日期:2026-09-25 发布日期:2026-09-20
  • 通讯作者: 陈奇刚(1971-),男,汉族,云南昆明市人,主任医师,主要研究方向:中西医结合康复。E-mail:cqg_cq@163.com
  • 作者简介:蒋阳(2000-),男,汉族,云南昭通市人,博士研究生,主要研究方向:慢性病新型运动康复。
  • 基金资助:
    国家自然科学基金项目(82360943);云南省科技计划项目(202401AZ070001-060);云南省中医联合专项青年项目(202301AZ070001-154)

Effect of virtual reality-based exergaming on multidimensional outcomes in individuals with cognitive impairment: a three-level meta-analysis based on the ICF framework

Jiang Yang1, Peng Hao1, Yin Xingxiao1, Li Yanqi1, Song Yanping2, Yao Na2, Shen Zhen2, Chen Qigang2()   

  1. 1 College of Physical Education, Yunnan Normal University, Kunming, Yunnan 650500, China
    2 Department of Rehabilitation, the Third Affiliated Hospital of Yunnan University of Chinese Medicine (Kunming Municipal Hospital of Traditional Chinese Medicine), Kunming, Yunnan 650011, China
  • Received:2026-02-12 Revised:2026-04-02 Accepted:2026-04-08 Published:2026-09-25 Online:2026-09-20
  • Contact: Chen Qigang, E-mail: cqg_cq@163.com
  • Supported by:
    National Natural Science Foundation of China(82360943);Yunnan Provincial Science and Technology Program(202401AZ070001-060);Yunnan Provincial Joint Special Project of Traditional Chinese Medicine (Youth)(202301AZ070001-154)

摘要:

目的 以《国际功能、残疾和健康分类》(ICF)理论为框架,系统分析虚拟现实运动游戏对认知功能障碍人群多维度健康结局的干预效果。

方法 严格遵循PRISMA原则实施Meta分析。检索PubMed、Cochrane Library、Embase、Scopus、Web of Science、中国知网、万方数据库、维普数据库,收集虚拟现实运动游戏干预认知功能障碍的随机对照试验,检索时限截至2026年2月1日。采用Cochrane偏倚风险评估工具2.0版评价纳入文献方法学质量;基于R 4.4.2构建三水平Meta分析模型;采用GRADE对合并效应量进行证据等级分级。

结果 最终纳入22项研究。虚拟现实运动游戏可改善整体认知功能(SMD = 0.69, 95%CI 0.11~1.28, P = 0.022)、记忆功能(SMD = 0.47, 95%CI 0.07~0.87, P = 0.023)、注意力功能(SMD = 0.62, 95%CI 0.23~1.01, P = 0.004)、执行功能(SMD = 0.42, 95%CI 0.09~0.75, P = 0.013)、平衡功能(SMD = 0.54, 95%CI 0.07~1.00, P = 0.027)、肌肉力量功能(SMD = 0.63, 95%CI 0.37~0.88, P = 0.001)、步行(SMD = 0.29, 95%CI 0.04~0.54, P = 0.024)和生活质量(SMD = 0.29, 95%CI 0.03~0.56, P = 0.029);对抑郁情绪、综合体适能和跌倒风险无显著改善作用(均P > 0.05)。亚组分析和Meta回归显示,单次干预时长< 45 min时,改善注意力功能的效应最优(SMD = 0.95, 95%CI 0.55~1.34, P < 0.001);干预周期12~24周对提升步行效果最佳(SMD = 0.85, 95%CI 0.44~1.25, P < 0.001);年龄可负向调节平衡功能改善幅度(β = -0.11, 95%CI -0.20~-0.02, P = 0.020),高龄者干预获益更低。

结论 虚拟现实运动游戏能改善认知功能障碍患者身心多维健康状况。临床优先选用单次短时、长期持续的干预方案。

关键词: 运动游戏, 虚拟现实, 运动干预, 认知功能障碍, 执行功能, 国际功能、残疾和健康分类, Meta分析

Abstract:

Objective To systematically quantify the multidimensional effect of virtual reality-based exergaming (VREG) on health outcomes among individuals with cognitive impairment under the framework of the International Classification of Functioning, Disability and Health (ICF).

Methods Meta-analysis was conducted in accordance with the PRISMA statement. PubMed, Cochrane Library, Embase, Scopus, Web of Science, CNKI, Wanfang Data and VIP were researched for randomized controlled trials (RCTs) investigating VREG for cognitive impairment, with the search deadline set on February 1, 2026. The Cochrane Risk of Bias 2.0 tool was adopted to evaluate the methodological quality of included studies. A three-level meta-analytic model was implemented with R 4.4.2. The GRADE framework was further used to rate the certainty of pooled evidence.

Results A total of 22 RCTs were included. VREG might improve global cognitive function (SMD = 0.69, 95%CI 0.11 to 1.28, P = 0.022), memory (SMD = 0.47, 95%CI 0.07 to 0.87, P = 0.023), attention (SMD = 0.62, 95%CI 0.23 to 1.01, P = 0.004), executive function (SMD = 0.42, 95%CI 0.09 to 0.75, P = 0.013), balance (SMD = 0.54, 95%CI 0.07 to 1.00, P = 0.027), muscle strength (SMD = 0.63, 95%CI 0.37 to 0.88, P = 0.001), mobility (SMD = 0.29, 95%CI 0.04 to 0.54, P = 0.024) and quality of life (SMD = 0.29, 95%CI 0.03 to 0.56, P = 0.029). No significant effect was observed for depressive symptoms, comprehensive physical fitness and fall risk (all P > 0.05). Subgroup and meta-regression analyses indicated that session duration < 45 minutes produced the largest improvement in attention (SMD = 0.95, 95%CI 0.55 to 1.34, P < 0.001); intervention cycles of twelve to 24 weeks were optimal for mobility (SMD = 0.85, 95%CI 0.44 to 1.25, P < 0.001); age negatively correlated to balance improvement (β = -0.11, 95%CI -0.20 to -0.02, P = 0.020), suggesting less intervention benefits among older participants.

Conclusion VREG is an effective non-pharmacological intervention to improve multidimensional physical and mental health in people with cognitive impairment. Protocols featuring short single sessions with long-term duration should be prioritized.

Key words: exergaming, virtual reality, exercise intervention, cognitive impairment, executive function, International Classification of Functioning, Disability and Health, meta-analysis

中图分类号: