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Review: Is Virtual Reality Effective in Orthopedic Rehabilitation? A Systematic Review and Meta-Analysis
Review: Is Virtual Reality Effective in Orthopedic Rehabilitation? A Systematic Review and Meta-Analysis
Study Selection. Two reviewers screened studies for eligibility first by title and abstract
and then full text.
Data Synthesis. Nineteen studies were included in the quality assessment. The majority
of the studies were of moderate quality. Fourteen studies showed that VR did not differ
compared with exercises. Compared with the no-treatment control, 5 studies favored VR
and 3 other studies showed no differences. For low back pain, the meta-analysis revealed
no significant difference between VR and no-treatment control (n = 116; standardized
mean difference = −0.21; 95% confidence interval = −0.58 to 0.15).
V
irtual reality (VR) technology involves an interactive OR oncology OR neurologic∗ OR dentistry OR obesity
computer environment or games that appear and OR children OR pediatric) (Supplementary File, available
feel real.1,2 Users are able to interact with a virtual at https://academic.oup.com/ptj). The search was carried
environment using off-the-shelf3,4 or custom-made out from database inception until September 6, 2018.
devices.5 Games may provide an avatar, an object to
follow, or virtual floor steps to navigate.6–9 VR can be Further, the bibliographic references of included articles
nonimmersive, semi-immersive, or immersive, depending were searched manually for additional relevant studies.
on the number of stimulated physiologic senses, the Finally, all eligible studies were entered in Scopus and the
extent of interaction with the virtual environment, Web of Science to identify all of the articles that had cited
synthetic stimuli reliability, and the user’s isolation from them (snowballing).
external stimuli (eg, room light).10,11
Study Selection
In orthopedic rehabilitation, clinical trials have previously The eligibility of retrieved articles was judged by 2 inde-
assessed VR effectiveness in individuals with ankle pendent reviewers by title, then by the abstract, and finally
sprain,23 anterior cruciate ligament (ACL) injury,24 frozen by reading through the whole article. If disagreement
shoulder,12 chronic low back pain (LBP), and neck existed, a consensus was reached through discussion.
pain.25,26 However, to our knowledge, the strength of
evidence of VR’s effectiveness has never been studied
systematically. Therefore, the aim of the present study was Data Extraction and Quality Assessment
to systematically review and critically appraise controlled Studies were divided into general and region-specific
clinical trials that have investigated VR’s effectiveness in musculoskeletal disorders. A standardized data extraction
orthopedic rehabilitation. form was used to collect the objective, sample size,
rehabilitation duration, intervention and control groups,
outcome variables, and results for each eligible study
Methods (Tab. 1–3).
The protocol for this systematic review was registered in
the PROSPERO database (CRD42017072132). The methodological quality of all included studies was
assessed using the Evaluation Guidelines for Rating
Data Sources and Searches the Quality of an Intervention Study scoring system.27 This
Six electronic databases were searched (PubMed, CINAHL, tool has high interrater reliability.28 It consists of 24 items,
Embase, PEDro, REHABDATA, and Sage Publications) divided into 7 domains, which evaluate research question,
using the following keywords and Boolean operators: study design, subject selection, intervention(s), outcome
(virtual OR virtual reality OR virtual environment OR measures, statistical analysis, and conclusion. Each
computer-based OR computer-interface OR cyberspace OR question is given a score that ranges from 0 points to 2
artificial intelligence OR computer simulat∗ OR simulator points,27 with the total quality score classified as high (36–
OR Exergam∗ OR active video gam∗ OR interactive 48 points), moderate (25–35 points), or low (0–24 points).
gam∗ OR game OR gaming OR X-box OR Kinect OR Both reviewers underwent a pre-study standardized
Nintendo OR Wii) AND (orthopedic∗ OR orthopaedic∗ OR training session on the use of the quality scoring tool.
musculoskeletal) AND (physical therapy OR physiotherapy
OR exercise OR therapeutic∗ OR treatment OR Data Synthesis and Analysis
training OR intervention OR rehabilitation) NOT (stroke To examine treatment effect, a meta-analysis was
OR cerebral palsy OR cancer OR tumor OR carcinoma conducted using the Review Manager (RevMan) software
virtual floor
Collado- Evaluate effects Eighty-three 8-wk program, Custom-made No treatment Functional mobility (Timed Patients who 36 (high)
Mateo of VR female 1 h/session, hardware and software and continued “Up & Go” Test) exercised showed
et al.7 exergaming on participants 2 d/wk (VirtualEx-FM) their normal Balance (functional reach significant
(2017) mobility, with FM were The program daily lives and sensory integration improvements in:
balance, and divided into 2 consisted of: tests)Fear of falling (VAS) Functional
fear of falling in groups: Warm-up by imitating mobility
women with exercise video movements Balance with eyes
FM (n = 42) and Aerobic exercise closed on
no-treatment following dance steps unstable surface
control Postural control and Functional reach
(n = 41) coordination by balance scores
reaching out for a Fear-of-falling
target Walk training score
on a virtual floor
RA Zernicke Preliminarily Thirty 12 wk, Off-the-shelf Nintendo 10–12 chosen Patient-reported outcome: All measured 27
et al.31 evaluate participants 1 h/session, Wii Fitc games exercises: Physical function (HAQ-DI) variables were not (moderate)
(2016) feasibility and with RA were 3 d/wk 2 exercises chosen Strengthening Disease activity significantly
acceptance of divided into VR Then from the following: Coordination (participant’s global different between
home-based group (n = 15) participants Yoga Joint mobility assessment using VAS) the 2 groups
VR exercises in and crossed over to Strengthening Relaxation Quality of life (SF-36)
participants home-based other Balance Aerobic Strength of neck, shoulder,
with RA (pilot exercise group treatment arm elbow, hip, and knee
study) (n = 15) muscles (handheld
dynamometry) Functional
mobility (6-MWT) Changes
in physical function
(respiratory function test)
(Continued)
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Virtual Reality in Orthopedic Rehabilitation
EQ-5D-5 L = 5-level EQ-5D (EuroQol Research Foundation, Rotterdam, the Netherlands); FM = fibromyalgia; HAQ-DI = Health Assessment Questionnaire; 6-MWT = 6-min walk test; RA = rheumatoid
(moderate)
studies were analyzed when the intervention and control
Qualityb
Study
groups were comparable. For continuous outcome
32 variables, mean differences and 95% confidence intervals
(95% CIs) were used for the same outcome measures
across studies. A random-effects model was chosen to
provoked by Neer
participated in VR
improvements in:
Pain at night and
pool treatment effects across these studies. Standardized
Results
Patients who
exergaming
mean differences and 95% CIs were used for studies that
significant
dyskinesia
Assessed using the Evaluation Guidelines for Rating the Quality of an Intervention Study scoring system27 : high quality = 36–48; moderate quality = 25–35; low quality = 0–24.
Scapular
utilized different outcome measures to assess the same
showed
disability (Shoulder
Results
Comparator
Home-based
Search Results
Progressive
stretching
stretching
Group
exercises:
Shoulder
mobility
Pectoral
Capsule
muscle
arthritis; SF-36 = Medical Outcomes Study 36-Item Short Form Health Survey; VAS = visual analog scale; VR = virtual reality.
VR exercises included:
Home-based resistive
exercises
Bowling
Boxing
45 min/session,
diagnosed with
dyskinesis were
syndrome and
divided into 2
impingement
Thirty people
(n = 15) and
home-based
subacromial
exergaming
impingement
exercises and
Objective
home-based
subacromial
52 to 59 years.31
combined
syndrome
Evaluate
with
Ergun3
(2017)
Condition
loskeletal:
Table 1.
Region-
muscu-
specific
upper
1308
Rehabilitation Comparator Study
Condition Study Objective Participants VR Group Outcomes Results
Duration Group Qualityb
Knee
Lin Compare 89 participants 8 wk, Custom-made CKCE Active knee joint Patients in CPFE and 30
OA et al.5 proprioceptive VR with OA were 40 min/ses- apparatus and including knee position sense CKCE groups showed (moderate)
(2007) exergaming and divided into 3 sion, 3 tailored computer resisted (electrogoniometer) improved knee joint
closed kinetic groups: d/wk game to train knee flexion and Physical function position sense, function,
exercises in Proprioceptive position sense extension (WOMAC) mobility speed, and
participants with exergaming from supine Functional mobility muscle torque
knee OA (CPFE; n = 30) position speed compared with
Exercises (CKCE; Control group Knee flexor and no-treatment control
n = 29) received only extensor muscle group
No-treatment education torque (isokinetic Patients in CPFE and
control (n = 30) regarding dynamometer) CKCE groups were not
knee OA significantly different in
knee joint position
sense, function, and
October 2019
(Continued)
October 2019
Rehabilitation Comparator Study
Condition Study Objective Participants VR Group Outcomes Results
Duration Group Qualityb
Jin Evaluate 66 participants Both groups Immersion Auto-passive Physical function VR group showed 28
et al.33 practicality and who underwent received regular custom-made game maximum (WOMAC) significant (moderate)
(2018) benefits of VR TKA were physical therapy; that simulated boat knee flexion Pain (VAS) improvements in all
intervention after divided into 2 in addition: rowing using knee exercise Knee flexion ROM postintervention
TKA groups: VR group received flexion Days needed to assessments, except
VR exercise 30 min/session, 3 achieve 60◦ and 90◦ pain measured on
(n = 33) times/d of knee flexion postoperative day 1
Exercise control Control group Patient-reported
(n = 33) performed 3 sets outcome (Hospital
of passive for Special Surgery
exercise, 30 Knee Score)
repetitions each/d
ACL Baltaci et Compare 30 men who 12 wk, Off-the-shelf Gradual Dynamic balance The 2 groups were 32
recon- al.34 effectiveness of underwent 1 h/session, 3 Nintendo Wii Fit progressive (modified Star not significantly (moderate)
struction (2013) Nintendo Wii Fit unilateral d/wk games including: exercises Excursion Balance different in all
and exercises in arthroscopic Bowling including: Test) measured variables
participants who ACL Skiing Flexion CKCE Coordination,
underwent ACL reconstruction Boxing Prone proprioception, and
reconstruction were divided Football hanging response time
into 2 groups: Balance board Straight-leg (functional squat
VR exercises Each game was raise test)
(n = 15) played for 15 min Isometric Knee flexor and
Traditional quadriceps set extensor muscle
exercises Cycling strength (isokinetic
(n = 15) Balance dynamometer)
Resistive knee
extension and
flexion
Jogging
Ankle: Vernadakis Evaluate 63 male soccer 10 wk, Off-the-shelf Xbox Exercise Single-leg static Balance significantly 32
lateral et al.4 effectiveness of VR athletes were 24 min/session, 2 Kinect progressive VR group: balance (Biodex improved in VR and (moderate)
sprain (2014) Xbox Kinectd divided into 3 d/wk games including: gradual Balance Systemf ) exercise groups
training in young groups: Rally ball progressive Self-reported activity compared with
athletes with VR exercise Reflex ridge balance Enjoyment (modified control group
recurrent ankle (n = 21) River rush training on Physical Activity VR and exercise
sprain Traditional 2000 leaks minitrampo- Enjoyment Scale) groups were not
exercise (n = 21) Each game was line and BOSU Self-reported significantly
No-treatment repeated 2 times for Balance compliance different in balance
control (n = 21) 3 min each Trainere (10-point Likert and compliance
Control scale) VR group showed
group: no significantly more
(Continued)
Virtual Reality in Orthopedic Rehabilitation
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Table 2.
Continued
(2016) Wii Fit training lateral ankle sprain 2 d/wk games: group: Ability Measure) significantly
to conventional were divided into 3 Conventional Unsupervised VR Progressive joint Pain at rest and during different in all
physical groups: physical therapy training after initial mobilization walking (assessed using measured
therapy in VR exercises group: 6 wk, 9 supervised session Muscle VAS) variables
participants (n = 30) sessions of Exercises included: strengthening Self-reported satisfaction
with ankle Conventional 30 min each Ski slalom Proprioceptive Subjective perception of
sprain physical therapy Penguin slide exercises treatment effectiveness
(n = 30) Table tilt Control group: Time to return to sport
No-treatment Balance bubble no intervention
control (n = 30)
Punt Examine effect 90 participants with VR group: 6 wk, Off-the-shelf Conventional Temporospatial The 3 groups 34
et al.36 of Wii Fit mild to moderate 30-min sessions, Nintendo Wii Fit physical therapy parameters: were not (moderate)
(2017) exercise lateral ankle sprain 2 d/wk games: group: Cadence significantly
training on gait were divided into 3 Conventional Unsupervised VR Progressive joint Step length different in all
in participants groups: physical therapy training after initial mobilization Single-support time measured
with ankle VR exercises group: 6 wk, 9 supervised session Strengthening Symmetry index variables
sprain (n = 30) sessions of Exercises included: Proprioceptive (motion tracking
Conventional 30 min each Ski slalom exercises system)
physical therapy Penguin slide Control group: Ankle kinematics
(n = 30) Table tilt no intervention (motion tracking
No-treatment Balance bubble system)
control (n = 30) Ankle reinjury rate
a
ACL = anterior cruciate ligament; BOSU = both sides used; CKCE = closed kinetic chain exercise; CPFE = computerized proprioception facilitation exercise; EMG = electromyography; 2-MWT = 2-min walk
test; 10-MWT = 10-min walk test; NPRS = numerical pain rating scale; OA = osteoarthritis; ROM = range of motion; TKA = total knee arthroplasty; TP = traditional physical therapy; VAS = visual analog
scale; VR = virtual reality; WOMAC = Western Ontario and McMaster Universities Arthritis Index.
b
Assessed using the Evaluation Guidelines for Rating the Quality of an Intervention Study scoring system27 : high quality = 36–48; moderate quality = 25–35; low quality = 0–24.
c
Nintendo, Redmond, WA (USA).
d
Microsoft, Redmond, WA (USA).
e
BOSU, Ashland, OH (USA).
f
Biodex Medical Systems, Shirley, NY (USA).
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Table 3.
Characteristics of Included Studies of Spine Musculoskeletal Disordersa
October 2019
Duration Group Qualityb
Chronic Bahat Investigate 32 participants with 5–6 wk of Customized Supervised and Neck pain (VAS) KTVR group 36 (high)
neck pain et al.25 effectiveness of chronic neck pain supervised VR or progressive neck home-based KT participant-reported pain showed
(2015) KT were divided into 2 KT, 30 min, 4–6 KTVR software Active neck and disability (Neck significantly
with/without groups: sessions operated using movements Disability Index) greater
VR in persons KTVR (n = 16) Both groups head-mounted Quick head Cervical flexion, improvements
with chronic KT only (n = 16) received display equipped movement in extension, and rotation in flexion range
neck pain home-based KT with 3D motion between targets range (assessed by VR) and global
for 18 wk, 3 tracking Static head Cervical movement perceived effect
d/wk KTVR group positioning while velocity (assessed by VR) KT group
received moving the body Kinesiophobia (Tampa showed
15–20 min of VR Smooth head Scale) significantly
training and movement Global perceived effect greater
10–15 min of KT following a (Global Perceived Effect improvements
VR training target Scale) in rotation
included: Static balance (assessed range and
ROM module by computerized stable velocity
Velocity module force platform) The 2 groups
Accuracy Functional balance showed no
Head pursuit task (assessed by single-leg significant
module standing and step tests) differences in
Same home-based Static head stability self-reported
KT as that used for (assessed by VR) exercise
comparator group Head movement participation
positioning accuracy
(assessed by VR)
Self-reported patient
satisfaction
Bahat Compare KT Treatment was Each phase Customized Phase 1: Participant-reported pain VR group 36 (high)
et al.6 home-based given in 2 phases: consisted of 4 home-based KT no-treatment and disability (Neck showed
(2018) training using Phase 1: 90 patients wk, 20 min/d, 4 using control group Disability Index) significant
laser pointer with chronic neck times/wk head-mounted received no Cervical flexion, improvements
and that using pain were divided display equipped intervention extension, and rotation in pain, quality
VR in into 3 groups: with 3D motion Phases 1 and 2: range (assessed by VR) of life, and
participants VR training (n = 30) tracking patients who Cervical movement selected velocity
with chronic Laser training VR training received laser velocity (assessed by VR) and accuracy
neck pain (n = 30) included: training were Kinesiophobia (Tampa measures at
No-treatment ROM module requested to aim Scale) both time
control (n = 30) Velocity module at target (poster Global perceived effect points
Phase 2: 92 Accuracy on wall) using (Global Perceived Effect
participants with Head pursuit task laser beam Scale)
chronic neck pain module secured to their Head movement
were divided into 2 head positioning accuracy
groups: (assessed by VR)
(Continued)
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Table 3.
Continued
1312
Rehabilitation Comparator Study
Condition Study Objective Participants VR Group Outcomes Results
Duration Group Qualityb
Low back Park Compare 24 participants 8 wk, Off-the-shelf Nintendo Stabilization Pain (VAS) No between-group 22 (low)
pain et effects of with chronic LBP 30 min/session, 3 Wii Fit games including: exercises Isometric back strength comparisons were done
al.39 Nintendo were divided into d/wk Wakeboard included 3 Static balance (1-leg VR and lumbar
(2013) Wii Fitc 3 groups: Frisbee dog sets, each stance) stabilization groups
and VR (n = 8) Jet ski consisting of Quality of life showed significant
lumbar Lumbar Canoe 7 positions (RAND-36 health status reductions in pain
stabiliza- stabilization maintained inventory) Control and lumbar
tion (n = 8) for 15 s stabilization groups
exercises No-exercise Control showed significant
in patients control (n = 8) group: no improvements in
with In addition, all intervention balance
chronic participants VR group showed
work- received hot significant
related packs and improvement in mental
LBP interferential and health domain
ultrasound All 3 groups showed
October 2019
(Continued)
3D = 3-dimensional; EQ 5D = EuroQol Research Foundation, Rotterdam, the Netherlands; KT = kinematic training; KTVR = kinematic training virtual reality; LBP = low back pain; PPT = pain pressure
(moderate)
Qualityb joint mobility, and relaxation exercises.31
Study
30
Outcomes. Compared with the control group, the VR
participants showed significant improvement in quality of
life and Fibromyalgia Impact Questionnaire scores.30 Also,
different in all
The 2 groups
Results
threshold; RAND-36 = RAND Health care 36-Item Health Survey; ROM = range of motion; TTP% = time to peak velocity (percentage); VAS = visual analog scale; VR = virtual reality.
significantly
measured
Assessed using the Evaluation Guidelines for Rating the Quality of an Intervention Study scoring system27 : high quality = 36–48; moderate quality = 25–35; low quality = 0–24.
variables
function.31
Lumbar flexion range
Outcomes
intervention
Group
consisted of 2 sets
Custom-made VR
dodgeball game
tracking system
VR Group
of 15 launched
lumbar flexion
with reflective
using motion
Each level
range
days, average of
15 min/session,
53 participants
No-treatment
Lower Limbs
VR (n = 27)
2 groups:
patients with
dodgeball
(2016)
et al.26
Condition
October 2019
A flow diagram showing article selection, screening, and exclusion. VR = virtual reality.
Figure 1.
Virtual Reality in Orthopedic Rehabilitation
VR intervention. For knee OA, 1 study used a VR group.5 On the other hand, the VR group, compared
custom-made VR system that focused on proprioceptive with the control group, showed significant improvements
training,5 and the other study used a horseback-riding in all measured variables.5 After TKA, the use of VR
simulator.32 Following TKA, 1 study included playing compared with active lower limb exercises and balance
Nintendo Wii Fit (Nintendo, Redmond, WA, USA) games training showed no significant differences in knee range,
that focused on lateral weight-shifting, multidirectional pain, balance, function, and length of rehabilitation as
balance, and static and dynamic postural control,8 and the well as self-reported satisfaction.8 Another study showed
other study included a custom-made boat-rowing game contradictory results, with VR being significantly superior
designed to exercise knee flexors.33 in terms of knee range, pain, and function compared with
auto-passive exercises.33
For participants who underwent ACL reconstruction, VR
rehabilitation using Nintendo Wii Fit targeted balance by Following ACL reconstruction, the use of VR did not
Figure 2.
A forest plot of standardized (Std.) mean difference, with 95% confidence interval (95% CI) for low back pain measured with visual analogue
scale (VAS) between virtual reality (VR) and no-treatment control. IV = inverse variance.
VR for General Musculoskeletal Disorders improved balance with VR, in this study, participants in
For fibromyalgia, the 2 eligible studies were high quality; the 2 groups received VR that targeted balance in 1 group
however, both compared VR with a no-treatment control and strength training in the other. Because balance was
protocol.7,30 For RA, only 1 pilot study with a small sample the only outcome assessed in this study, the rationale for
size showed no difference between VR and exercises.31 selecting strengthening exercises as a comparator was
Thus, further studies comparing VR and exercise therapy not justified.
effectiveness in general musculoskeletal pain
rehabilitation are required. Spine. Regarding the spine, 2 high-quality studies on the
topic of chronic neck pain provided evidence of improved
VR for Regional Dysfunction cervical flexion range, movement velocity, and accuracy
with VR in comparison with KT and/or no-treatment
Upper limbs. A single, moderate-quality study provided control.6,25 However, the outcomes in the 2 studies were
1318
Detailed Quality Score for Eligible Studiesa
(Continued)
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Table 4.
Continued
October 2019
Disorders: Upper Limb
Fibromyalgia RA
Quality Assessment Item
Zernicke
Collado-Mateo Collado-Mateo
et al.31 Pekyavas and Ergun3 (2017)
et al.30 (2017) et al.7 (2017)
(2016)
Analysis
An appropriate statistical test(s) is performed to indicate 2 2 1 2
differences related to the intervention
The study has significant power to identify treatment effects 2 1 0 2
The effect size and significance are reported 2 2 1 1
Management of missing data is clear 2 2 1 2
Clinical and practical significance are considered in 2 1 0 0
interpreting results
Recommendations
The conclusion is supported by the study objectives, analysis, 2 2 2 1
and results
Total scoreb 37 36 27 32
Region-Specific Musculoskeletal Disorders: Lower Limb
Knee
ACL Ankle Sprain
OA TKA Recon-
struction
Lin Kim Fung Jin Baltaci Vernadakis Kim and Punt Punt
et al.5 et al.32 et al.8 et al.33 et al.34 et al.4 Heo23 et al.35 et al.36
(2007) (2007) (2012) (2018) (2013) (2014) (2015) (2016) (2017)
Study question
Background is relevant and research question rationale is given 2 1 2 2 1 2 1 2 1
Study design
A comparison group is used 2 2 2 2 2 2 2 2 2
Participant status is considered at more than 1 time point 2 2 2 2 1 2 2 2 2
Data are collected prospectively 2 2 2 2 2 2 2 2 2
Participants are randomized to groups 1 0 2 1 2 1 1 2 1
Participants are masked 1 1 1 1 1 1 1 1 1
(Continued)
Virtual Reality in Orthopedic Rehabilitation
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Table 4.
Continued
Intervention
Intervention is applied according to established principles 1 1 1 1 1 1 1 1 1
Biases due to treatment provider are minimized 1 1 0 1 1 1 1 1 1
Intervention is compared with appropriate comparator 2 2 2 1 2 2 1 2 2
Outcomes
Appropriate primary outcome is defined 1 0 0 0 1 1 1 2 1
Appropriate secondary outcomes are defined 1 1 0 0 1 2 0 1 1
Follow-up period is appropriate 0 0 2 2 2 0 0 0 2
Analysis
Appropriate statistical test(s) is performed to indicate 1 2 2 1 2 2 2 2 2
differences related to intervention
Study has significant power to identify treatment effects 0 0 0 0 1 0 0 1 1
Effect size and significance are reported 1 1 2 2 1 2 1 1 1
Management of missing data is clear 1 2 2 2 2 2 2 2 2
Clinical and practical significance are considered in 1 0 0 0 0 0 0 1 0
interpreting results
Recommendations
Conclusion is supported by study objectives, analysis, and 2 0 1 2 2 2 1 2 2
results
Final scoreb 30 22 32 28 32 32 25 37 34
(Continued)
October 2019
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Table 4.
Continued
Spine
October 2019
Quality Assessment Item Neck Pain Low Back Pain
Bahat et al.25 Bahat et al.6 Park et al.39 Kim et al.37 Yoo et al.38 Thomas et al.26
(2015) (2018) (2013) (2014) (2014) (2016)
Study question
Background is relevant and research question rationale is 1 2 1 1 1 1
given
Study design
Comparison group is used 2 2 2 2 2 2
Participant status is considered at more than 1 time point 2 2 2 2 2 2
Data are collected prospectively 2 2 2 2 2 2
Participants are randomized to groups 2 2 1 1 1 2
Participants are masked 1 1 1 1 1 1
Treatment providers are masked 1 1 1 1 1 1
An independent evaluator administers outcome measures 2 2 0 0 0 0
Participants
Sampling procedures minimize sample/selection bias 2 1 1 1 2 1
Inclusion/exclusion criteria are defined 2 2 1 1 2 2
Appropriate enrollment is obtained 0 0 0 0 0 2
An appropriate retention/follow-up is obtained 1 0 2 2 2 2
Intervention
The intervention is applied according to established 1 1 0 1 2 1
principles
The biases due to the treatment provider are minimized 2 1 0 0 1 1
The intervention is compared with the appropriate 1 2 2 1 1 2
comparator
Outcomes
Appropriate primary outcome is defined 2 2 0 0 0 1
Appropriate secondary outcomes are defined 2 2 1 1 1 1
Follow-up period is appropriate 2 2 0 0 0 0
Analysis
(Continued)
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Virtual Reality in Orthopedic Rehabilitation
Thomas et al.26
ACL = anterior cruciate ligament; OA = osteoarthritis; RA = rheumatoid arthritis. Quality scores are as follows: 2 = item criteria fully described; 1 = item criteria partially described; 0 = item not fulfilled.
In the reviewed studies, randomization was either not
performed or lacking details in more than one-half of the
(2016)
reviewed studies.4 ,5 ,23 ,30–33,36–39
30
1
2
0
1
More than one-half of the reviewed studies enrolled a
Low Back Pain
Assessed using the Evaluation Guidelines for Rating the Quality of an Intervention Study scoring system27 : high quality = 36–48; moderate quality = 25–35; low quality = 0–24.
(2014)
29
conducted for nonsignificant results, which is essential to
2
2
0
2
accurately assess a study’s validity.4–6,8,23,25,31–33,37–39
Park et al.
22
1
2
0
36
2
2
2
Total score
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