
@article{ref1,
title="Use of commercial video games to improve postural balance in patients with multiple sclerosis:a systematic review and meta-analysis of randomised controlled clinical trials",
journal="Neurología (Barcelona, Spain)",
year="2021",
author="Parra-Moreno, M. and Rodríguez-Juan, J. J. and Ruiz-Cárdenas, J. D.",
volume="36",
number="8",
pages="618-624",
abstract="INTRODUCTION: Commercial video ga(me)((s are considered an effective tool to improve postural balance in different populations. Howe))(ver, t)(he effectivenes)s of these video games for patients with multiple sclerosis (MS) is unclear. <br><br>OBJECTIVES: To analyse existing evidence on the effects of commercial video games on postural balance in patients with MS. MATERIAL AND METHOD: We conducted a systematic literature search on 11 databases (Academic-Search Complete, AMED, CENTRAL, CINAHL, WoS, IBECS, LILACS, Pubmed/Medline, Scielo, SPORTDiscus, and Science Direct) using the following terms: &quot;multiple sclerosis&quot;, videogames, &quot;video games&quot;, exergam*, &quot;postural balance&quot;, posturography, &quot;postural control&quot;, balance. Risk of bias was analysed by 2 independent reviewers. We conducted 3 fixed effect meta-analyses and calculated the difference of means (DM) and the 95% confidence interval (95% CI) for the Four Step Square Test, Timed 25-Foot Walk, and Berg Balance Scale (BBS). <br><br>RESULTS: Five randomised controlled trials were included in the qualitative systematic review and 4 in the meta-analysis. We found no significant differences between the video game therapy group and the control group in Four Step Square Test (DM: -.74; 95% CI, -2.79 to 1.32; P=.48; I(2)=0%) and Timed 25-Foot Walk scores (DM:.15; 95% CI, -1.06 to.76; P=.75; I(2)=0%). We did observe intergroup differences in BBS scores in favour of video game therapy (DM: 5.30; 95% CI, 3.39-7.21; P<.001; I(2)=0%), but these were not greater than the minimum detectable change reported in the literature. <br><br>CONCLUSIONS: The effectiveness of commercial video game therapy for improving postural balance in patients with MS is limited.<p /> <p>Language: en</p>",
language="en",
issn="2173-5808",
doi="10.1016/j.nrleng.2017.12.002",
url="http://dx.doi.org/10.1016/j.nrleng.2017.12.002"
}