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Background: This study systematically evaluated the effects of virtual reality training (VRT) on balance ability and functional gait in Parkinson's disease (PD) patients and used dose-response analysis to quantify optimal intervention parameters, providing evidence-based guidance for clinical rehabilitation.
Methodology: This systematic review and meta-analysis followed PRISMA guidelines and was registered with PROSPERO (CRD420251008459). Six databases, including PubMed, Embase, and Cochrane Library, were searched for RCTs published before March 15th, 2025. Studies were included if they involved PD patients, used VRT, and reported BBS or 6MWT data. A random-effects model was used for meta-analysis to assess VRT's effects and explore optimal training parameters through dose-response analysis.
Results: Thirty-two RCTs involving 547 participants were included. VRT significantly improved balance function (BBS: WMD = 3.63, 95%CI 2.89-4.37, < 0.01) but did not significantly improve 6MWT (WMD = 17.64 m, 95%CI 5.3-40.6, = 0.13). Dose-response analysis indicated optimal parameters for BBS improvement: single session 0-20 min, weekly training volume 201-300 min, frequency 4-7 times/week, total duration 4-7 weeks, and total sessions >40. For 6MWT optimization, parameters were single session 21-40 min, frequency 4-7 times/week, and total duration 4-7 weeks.
Conclusion: VRT significantly improves balance function in PD patients, with a recommended dose of ≤20 min per session, 4-7 times weekly for 4-7 weeks (>40 total sessions). Though not statistically significant for functional gait, the effect size reached MDIC, particularly in non-Asian regions, where sessions of 21-40 min for 4-7 weeks are suggested. Key findings include regional differences, dose specificity, and technical versatility.
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http://dx.doi.org/10.3389/fneur.2025.1616780 | DOI Listing |
Prehosp Disaster Med
September 2025
CACI, Inc, Falls Church, VirginiaUSA.
Introduction: Targeted identification, effective triage, and rapid hemorrhage control are essential for optimal outcomes of mass-casualty incidents (MCIs). An important aspect of Emergency Medical Service (EMS) care is field triage, but this skill is difficult to teach, assess, and research.
Study Objective: This study assessed triage efficacy and hemorrhage control of emergency responders from different professions who used the Sort, Assess, Life-Saving Treatment (SALT) triage algorithm in a virtual reality (VR) simulation of a terrorist subway bombing.
Korean J Med Educ
September 2025
Clinical Skills Department and IMU Centre of Education, IMU University, Bukit Jalil, Malaysia.
Korean J Med Educ
September 2025
Laboratory of Mathematics, Artificial Intelligence, and Digital Learning, Hassan II University of Casablanca, Casablanca, Morocco.
Purpose: This study explores how immersive simulation-based learning affects nursing students' engagement, motivation, satisfaction, self-confidence, and knowledge gains in anatomy education.
Methods: A quasi-experimental study was carried out from January to February 2025 among nursing students. A total of 76 participants were randomly assigned to one of two groups: an experimental group receiving immersive simulation (n=38) and a control group following traditional instruction (n=38).
J Dent Educ
September 2025
Department of Oral and Maxillofacial Surgery, Stomatological Hospital, School of Stomatology, Southern Medical University, Guangzhou, P. R. China.
Background: Virtual reality (VR) and artificial intelligence (AI) technologies have advanced significantly over the past few decades, expanding into various fields, including dental education.
Purpose: To comprehensively review the application of VR and AI technologies in dentistry training, focusing on their impact on cognitive load management and skill enhancement. This study systematically summarizes the existing literature by means of a scoping review to explore the effects of the application of these technologies and to explore future directions.
Eur J Neurosci
September 2025
Experimental Psychology I, Institute of Psychology, Osnabrück University, Osnabrück, Germany.
Initial findings linking Virtual Reality (VR)-based encoding to increased recollection at retrieval remain inconclusive due to heterogeneous study designs and dependence on behavioral data. To clarify under which circumstances VR-based encoding affects or enhances episodic memory retrieval, the fundamental question remains whether the encoding modality, i.e.
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