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Kidney Week

Abstract: TH-PO277

Virtual Reality (VR)-Based Exercise and Exergaming for Patients on Hemodialysis: Rapid Systematic Review and Meta-Analysis

Session Information

Category: Dialysis

  • 801 Dialysis: Hemodialysis and Frequent Dialysis

Authors

  • Li, Davey, University of Illinois Chicago College of Medicine, Chicago, Illinois, United States
  • Han, Yunan, University of Illinois Chicago College of Medicine, Chicago, Illinois, United States
  • Kelly, Tanika, University of Illinois Chicago, Chicago, Illinois, United States
  • Hasegawa, Takeshi, Showa University, Shinagawa, Tokyo, Japan
  • Ota, Erika, St.Luke’s International University, Chuo, Tokyo, Japan
  • Noma, Hisashi, Institute of Statistical Mathematics, Tachikawa, Tokyo, Japan
  • Suzuki, Taihei, Showa University, Shinagawa, Tokyo, Japan
  • Watanabe, Yoshitaka, Showa University Northern Yokohama Hospital, Yokohama, Kanagawa, Japan
  • Tashiro, Naonori, Showa University Fujigaoka Rehabilitation Hospital, Yokohama, Kanagawa, Japan
  • Nishiwaki, Hiroki, University of Illinois Chicago, Chicago, Illinois, United States
Background

Hemodialysis (HD) patients are at high risk for CVD; approaches to reducing the risk of CVD include pharmacologic therapies and nonpharmacologic interventions, with exercise representing an important nonpharmacologic intervention. Recently, conventional exercise interventions have been supplemented with technological advancements like virtual reality (VR) and exergaming, providing engaging, multisensory rehabilitation options.

Methods

In this systematic review and meta-analysis, we searched MEDLINE, and CENTRAL through April 2024 for interventional studies involving VR-based exercise and exergaming interventions among patients on HD. Study quality was assessed using the Cochrane Collaboration risk-of-bias 2.0 tools. Across eligible studies, random-effects meta-analyses were used to combine effects of VR-based exercise and exergaming on four study endpoints, exercise tolerance, gait speed, and depression in HD patients.

Results

Out of the 45 references, 14 studies consisting were applicable, 5 of which reported eligible outcomes (3 for exercise tolerance, 4 for gait speed, and 2 for depression). VR-based exercise and exergaming were associated with significantly increased exercise tolerance, with an average increase 78.3 m [95% CI 31.6 to 125.0, I2=31%] in distance on the 6-minute walk compared to the control group (Fig1). Likewise, walking speed was increased an average of 0.16 m/sec [95%CI 0.09-0.24, I2=0%] among those in the intervention group (Fig2), and depression was decreased, with standardized mean difference (hedge’s g) of -0.49 [95% -0.84 to -0.19, I2=0%] (Fig3).

Conclusion

VR-based exercise and exergaming increased exercise tolerance and gait speed, and decreased depression in the current meta-analysis.