Use of Virtual Reality Tools for Vestibular Disorders Rehabilitation: A Comprehensive Analysis
Advances in Medicine
Bergeron, M., Lortie, C. L., et al. (2015).
Advances in Medicine, 2015, 916735.
This systematic review and meta-analysis explores the effect of virtual reality-based rehabilitation for individuals with peripheral vestibular disorder
La Fondation de l'Université Laval (Canada)
1946 to August 2013
Peer-reviewed articles
7
Findings demonstrated positive impacts of virtual reality (VR)-based rehabilitation programs on vestibular dysfunction in all included studies based predominately on low-quality evidence. There was no significant difference in outcomes noted between type of device or in active versus passive settings. Passive settings were defined as staying immobile during the treatment or requiring only eyes and/or head movements. Active rehabilitation settings, which are outside of Audiology scope of practice, were defined as requiring gross motor movements of large muscle groups (e.g. walking on a treadmill and/or steps and performing yoga). The effect of treatment did not directly increase with increased total exposure time, number of sessions, or time per sessions, however lower efficiency studies on average had shorter total time spent in rehabilitation and fewer sessions than more efficient studies. Small sample sizes, poor methodological rigor, and heterogeneity between studies were significant limitations to this review. Further research is needed to determine the efficacy of specific VR treatments for individuals with peripheral vestibular dysfunction.