Uso de nuevas tecnologías y videojuegos en rehabilitación. Revisión sistemática.
Fecha
2016-06-16
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Jaén: Universidad de Jaén
Resumen
[ES] Introducción: El uso de realidad virtual y videojuegos en el entorno de la fisioterapia y rehabilitación es cada vez más frecuente a medida que avanzan las nuevas tecnologías. Teniendo en cuenta las numerosas ventajas que ofrece como el bajo coste, aumento de motivación y fácil adaptación a todo tipo de pacientes, se propone como objetivo de esta revisión estudiar si realmente su uso es eficaz a la hora de aplicar un tratamiento.
Métodos: Tras una búsqueda en 3 bases de datos distintas (PubMed, PEDro y Scopus) con las palabras clave “video games”, “physical therapy”, “physiotherapy” y “rehabilitation”, son seleccionados 7 ensayos clínicos aleatorizados para su estudio. Todos ellos cumplen los criterios de inclusión y exclusión. Para evaluar la calidad metodológica se usan las escalas de PEDro y Jadad.
Resultados: Los 7 artículos se dividieron en 3 grupos según sus variables de estudio, centrándose la mayoría en el equilibrio, excepto dos que estudiaron la capacidad pulmonar y la función del miembro superior. En la mayoría de los estudios se obtiene como resultado un buen pronóstico con este tipo de tratamiento.
Conclusión: El uso de videojuegos en la rehabilitación puede ser un buen método especialmente con trastornos del equilibrio, ya que es donde más evidencia se ha encontrado. Sería bueno en un futuro seguir estudiando este tema mejorando las limitaciones encontradas para conseguir mayor evidencia.
[EN] Background: The use of virtual reality and video games in the field of physiotherapy and rehabilitation is increasing with the advance of new technologies. Given the many advantages such as low cost, increased motivation and easy adaptation to all types of patients, it is proposed as an objective of this review to consider if the use of virtual reality is really effective in the treatment. Methods: After searching in 3 different databases (PubMed, PEDro and Scopus) with the keywords “video games”, “physical therapy”, “physiotherapy” and “rehabilitation”, 7 randomized clinical trial are selected. All of them satisfy the inclusion and exclusion criteria. To assess the methodological quality, PEDro and Jadad scales are used. Results: 7 articles were divided into 3 groups according to their study variables, focusing most of them on balance, except two which studied lung capacity and upper limb function. Good results were found in most of the articles. Conclusion: The use of video games in rehabilitation could be a good method, especially with balance disorders, because it is where more evidence was found. It would be recommendable in the future to continue studying this issue to improve the constraints who were found and get more evidence.
[EN] Background: The use of virtual reality and video games in the field of physiotherapy and rehabilitation is increasing with the advance of new technologies. Given the many advantages such as low cost, increased motivation and easy adaptation to all types of patients, it is proposed as an objective of this review to consider if the use of virtual reality is really effective in the treatment. Methods: After searching in 3 different databases (PubMed, PEDro and Scopus) with the keywords “video games”, “physical therapy”, “physiotherapy” and “rehabilitation”, 7 randomized clinical trial are selected. All of them satisfy the inclusion and exclusion criteria. To assess the methodological quality, PEDro and Jadad scales are used. Results: 7 articles were divided into 3 groups according to their study variables, focusing most of them on balance, except two which studied lung capacity and upper limb function. Good results were found in most of the articles. Conclusion: The use of video games in rehabilitation could be a good method, especially with balance disorders, because it is where more evidence was found. It would be recommendable in the future to continue studying this issue to improve the constraints who were found and get more evidence.