Key result
Non-immersive VR active videogames in cardiac rehab improve aerobic capacity and cardiovascular endurance.
Why the study?
The study was conducted to assess the effectiveness of non-immersive virtual reality active videogames in patients undergoing cardiac rehabilitation.
Does the inclusion of non-immersive virtual reality (niVR) active videogames improve aerobic capacity, cardiovascular endurance, anxiety, depression, and quality of life in patients undergoing cardiac rehabilitation?
Meta-Analysis
Does the inclusion of non-immersive virtual reality (niVR) active videogames improve aerobic capacity, cardiovascular endurance, anxiety, depression, and quality of life in patients undergoing cardiac rehabilitation?
Effect estimate: SMD 0.74 (95% CI 0.11 to 1.37)
p-value: p=0.021
The addition of non-immersive virtual reality active videogames to cardiac rehabilitation programs significantly improves aerobic capacity and reduces anxiety compared to conventional rehabilitation alone.
May support adding niVR active videogames to cardiac rehabilitation; extends meta-analytic evidence for adjunctive endurance gains.
Background: The aim of this systematic review with meta-analysis was to assess the effectiveness of non-immersive virtual reality (niVR) active videogames in patients who underwent cardiac rehabilitation (CR). Methods: A systematic review with meta-analysis, according to the PRISMA guidelines and previously registered in PROSPERO (CRD42023485240), was performed through a literature search in PubMed (Medline), SCOPUS, WOS, and PEDro since inception to 21 November 2023. We included randomized controlled trials (RCTs) that assessed the effectiveness of an niVR intervention, in comparison with conventional CR and usual care, on aerobic capacity and cardiovascular endurance (physical function), anxiety, depression, and quality of life (QoL). The risk of bias in individual studies was assessed using the Cochrane risk of bias tool. Effect size was estimated using Cohen’s standardized mean difference (SMD) and its 95% confidence interval (95% CI) in a random-effects model. Results: Nine RCT that met the inclusion criteria were included in the meta-analysis. The meta-analysis showed a moderate-to-large effect favoring niVR active videogames included in CR in increasing aerobic capacity and cardiovascular endurance (SMD = 0.74; 95% CI 0.11 to 1.37; p = 0.021) and reducing anxiety (SMD = −0.66; 95% CI −1.13 to −0.2; p = 0.006). Only 4.8% of patients reported adverse events while performing niVR active videogames. Conclusions: Inclusion of niVR active videogames in CR programs is more effective than conventional CR in improving aerobic capacity and cardiovascular endurance and in reducing anxiety.
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Peinado-Rubia et al. (2024) conducted a meta-analysis in Cardiac rehabilitation. Non-immersive virtual reality (niVR) active videogames vs. Conventional cardiac rehabilitation and usual care was evaluated on Aerobic capacity and cardiovascular endurance (SMD 0.74, 95% CI 0.11 to 1.37, p=0.021). Non-immersive virtual reality active videogames in cardiac rehabilitation significantly improved aerobic capacity and cardiovascular endurance (SMD 0.74; 95% CI 0.11 to 1.37; p=0.021).
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