Chinese Journal of Rehabilitation Theory and Practice ›› 2024, Vol. 30 ›› Issue (5): 505-512.doi: 10.3969/j.issn.1006-9771.2024.05.002

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Application of virtual reality technology in physical activity and health of children and adolescents with cerebral palsy: a systematic review of systematic reviews

WANG Hongzhi1,2, YANG Jian3()   

  1. 1. Graduate School, Harbin Sports University, Harbin, Heilongjiang 150008, China
    2. School of Physical Education, Guiyang University, Guiyang, Guizhou 550005, China
    3. College of Physical Education and Health, East China Normal University, Shanghai 200241, China
  • Received:2024-04-06 Published:2024-05-25 Online:2024-06-12
  • Contact: YANG Jian, E-mail: yangjianxz@sina.com
  • Supported by:
    Shanghai University Key Research Base for Humanities and Social Sciences(1100-41222-16057);Shanghai Social Science Research Base for Youth Physical Education(11001-412321-17006);East China Normal University Institute of Youth Sports Promoting Health

Abstract:

Objective To systematically review the evidence from systematic reviews of the application models and health benefits of virtual reality (VR) technology in physical activities and health domains in children and adolescents with cerebral palsy (CP).

Methods PubMed, Embase, CINAHL, SPORTDiscus, Google Scholar, PsycINFO and CNKI were searched to collect and screen systematic reviews published from January, 2020 to March, 2024 on the application of VR technology in physical activities and health for children with CP. The relevant evidence was reported following PRISMA guidelines.

Results A total of eight English researches from China, Saudi Arabia, Indonesia and Brazil were included, involving 5 692 children and adolescents with CP, came primarily from interdisciplinary journals in clinical medicine, therapy and clinical risk management, games and gamification, and physical movement therapy. The subjects aged four to 18 years, with spastic hemiplegia and spastic diplegia. The VR technologies featured five typical application models: immersive environment simulation; interactive motion gamification; virtual training and coaching; AI-based activity data tracking and analysis, and motion capture and feedback, biofeedback integration and wearable technology applications; and augmented reality integration. Interventions lasted 15 to 90 minutes a time, one to 15 times a week, with intensities ranging from moderate to vigorous and durations from one to 24 weeks. The application of VR technology might increase the interest in participating in physical activities, enhance the interactive experience, through integration with wearable and biofeedback technologies, enable timely monitoring, tracking, analysis and feedback on children's activity statuses, improving their physical and functional abilities.

Conclusion VR technology including immersive environment simulation and interactive motion gamification may improve interest in physical activities, physical quality and functional abilities, promoting behavioral health, and enhancing overall health levels and quality of life of children and adolecents with CP.

Key words: cerebral palsy, children, adolescents, virtual reality, physical activity, systematic review

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