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1.
Neurologia (Engl Ed) ; 36(8): 618-624, 2021 Oct.
Article in English | MEDLINE | ID: mdl-34654537

ABSTRACT

INTRODUCTION: Commercial video games are considered an effective tool to improve postural balance in different populations. However, the effectiveness of these video games for patients with multiple sclerosis (MS) is unclear. 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: "multiple sclerosis", videogames, "video games", exergam*, "postural balance", posturography, "postural control", 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). 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; I2=0%) and Timed 25-Foot Walk scores (DM: .15; 95% CI, -1.06 to .76; P=.75; I2=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; I2=0%), but these were not greater than the minimum detectable change reported in the literature. CONCLUSIONS: The effectiveness of commercial video game therapy for improving postural balance in patients with MS is limited.


Subject(s)
Multiple Sclerosis , Video Games , Humans , Male , Multiple Sclerosis/therapy , Postural Balance
2.
Neurología (Barc., Ed. impr.) ; 36(8): 618-624, octubre 2021. tab, graf
Article in Spanish | IBECS | ID: ibc-220111

ABSTRACT

Introducción: El uso de videojuegos comerciales ha sido considerado una herramienta eficaz para mejorar el equilibrio postural en diferentes poblaciones. Sin embargo, los beneficios reportados en pacientes con esclerosis múltiple (PEM) no están claros.ObjetivosAnalizar la evidencia existente sobre los efectos de las terapias con videojuegos comerciales en el equilibrio postural en PEM.Material y métodoSe realizó una búsqueda en las bases de datos Academic-Search-Complete, AMED, CENTRAL, CINAHL, WoS, IBECS, LILACS, Pubmed/Medline, Scielo, SPORTDiscus, ScienceDirect utilizando los términos multiple sclerosis, videogames, video games, exergam*, postural balance, posturography, postural control, balance. El riesgo de sesgo fue analizado por 2 revisores independientes. Se realizaron 3 metaanálisis modelos de efectos fijos calculando la diferencia de medias (DM) y el intervalo de confianza (IC) del 95% para las variables Four-Step-Square-Test, Timed-25-Foot-Walk y Berg-Balance-Scale.ResultadosCinco ensayos clínicos controlados aleatorizados fueron incluidos en la síntesis cualitativa, mientras que 4 fueron incluidos en el metaanálisis. No se observaron diferencias entre las terapias con videojuegos y los grupos controles para la variable Four-Step-Square-Test (DM: –0,74; IC 95%: –2,79 a 1,32; p = 0,48; I2 = 0%) y Timed-25-Foot-Walk (DM: –0,15; IC 95%: –1,06 a 0,76; p = 0,75; I2 = 0%). Sin embargo, la variable Berg-Balance-Scale mostró diferencias a favor del grupo de videojuegos (DM: 5,30; IC 95%: 3,39 a 7,21; p < 0,001; I2 = 0%), aunque estos resultados no fueron superiores al mínimo cambio detectable reportado en la literatura científica.ConclusionesLa eficacia de las terapias con videojuegos comerciales sobre el equilibrio postural en PEM es escasa. (AU)


Introduction: Commercial video games are considered an effective tool to improve postural balance in different populations. However, the effectiveness of these video games for patients with multiple sclerosis (MS) is unclear.ObjectivesTo analyse existing evidence on the effects of commercial video games on postural balance in patients with MS.Material and methodWe 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: “multiple sclerosis”, videogames, “video games”, exergam*, “postural balance”, posturography, “postural control”, 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.ResultsFive randomized 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, –2.79-1.32; P = .48; I2 = 0%) and Timed 25-Foot Walk scores (DM: .15; 95% CI, –1.06-.76; P = .75; I2 = 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; I2 = 0%), but these were not greater than the minimum detectable change reported in the literature.ConclusionsThe effectiveness of commercial video game therapy for improving postural balance in patients with MS is limited. (AU)


Subject(s)
Humans , Multiple Sclerosis/therapy , Postural Balance , Video Games , Pain , Fatigue
3.
Neurologia (Engl Ed) ; 2018 Mar 07.
Article in English, Spanish | MEDLINE | ID: mdl-29525396

ABSTRACT

INTRODUCTION: Commercial video games are considered an effective tool to improve postural balance in different populations. However, the effectiveness of these video games for patients with multiple sclerosis (MS) is unclear. 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: "multiple sclerosis", videogames, "video games", exergam*, "postural balance", posturography, "postural control", 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. RESULTS: Five randomized 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, -2.79-1.32; P=.48; I2=0%) and Timed 25-Foot Walk scores (DM: .15; 95% CI, -1.06-.76; P=.75; I2=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; I2=0%), but these were not greater than the minimum detectable change reported in the literature. CONCLUSIONS: The effectiveness of commercial video game therapy for improving postural balance in patients with MS is limited.

4.
Enferm Intensiva ; 13(2): 47-56, 2002.
Article in Spanish | MEDLINE | ID: mdl-12356375

ABSTRACT

The hygiene of the patient in critical condition is a common nursing technique in the intensive care unit, which does not mean that doing it is exempt of risk for the patient's state. We carry out a study to measure the frequency of the appearance of certain adverse events during the hygiene care and their clinical repercussion.Hygiene of the critical patients was monitored, measuring the appearance of certain events at the time of hygiene and until one hour after to assess if the complications were at the moment or had a greater repercussion on the state of the patient.During the study period, some adverse event appeared in 48% (CI 95%: 43-52) of the hygiene performed while none appeared in 52% (CI 95%: 48-56) of it. The events that appeared most frequently were: desaturation in 18% (CI 95%: 15-21) of the hygiene performed, the deadaptation of the mechanical ventilation in 11% (CI 95%: 9-14), arterial hypertension in 21% (CI 95%: 18-25) and arterial hypotension in 11% (CI 95%: 9-14). The intracranial hypertension appeared in 42% (CI 95%: 26-61) of the hygiene performed to patients who were carriers of intraventricular catheter, 9% (CI 95%: 2-25) continued with elevated values 1 hour after concluding the hygiene. The rest of the events monitored presented a lower frequency, although the appearance of one episode of cardiorespiratory arrest and two of auricular fibrillation with rapid ventricular response, one of which required cardioversion, stand out. We conclude that it is an essential job of the nursing staff to correctly assess the risks that the performance of hygiene means for the critical patient, so that the technique should be applied rationally and under strict monitoring and control.


Subject(s)
Critical Care Nursing , Hygiene , Patient Care/adverse effects , Humans , Prospective Studies , Records
5.
Enferm Intensiva ; 11(2): 67-74, 2000.
Article in Spanish | MEDLINE | ID: mdl-11272933

ABSTRACT

The financing of the National Institute of Health (INSALUD) of Spain will soon be based on Diagnosis-Related Groups (DRGs). Knowledge of the real cost of different DRGs is fundamental to ensure adequate financing and to establish criteria for comparisons between centers. Our public health system has no data on the real cost of critically burned patients and their DRGs. This retrospective descriptive study was carried out in a Major Burns Unit (MBU) and included all patients admitted between January and December 1996. Real total cost of the care of critical burned patients, cost per patient, and cost per DRG related with critical burn patients were calculated for the study period. Financing by Weighed Care Units (WCU) was compared with real costs. The total cost of the care of critical burn patients was 346,298,872 Spanish pesetas and the cost per patient was 4,439,729 ptas. WCU financing was 322,021,616 ptas and 4,128,482 ptas, respectively. The DRG with the highest total cost was 458 (non-extensive burns with skin grafts, 106,372,016 ptas). The DRG with the highest average cost was 472 (extensive burns with surgical procedure, 5,401,119 ptas). The DRG with the highest cost per stay was 457 (extensive burns without surgical procedure, 404,683 ptas). For the first time in Spain, the cost of DRGs related with critical burn patients is described. This information is necessary for DRG-based allocation of funds and for establishing criteria to compare centers. The real cost of critical burn patients exceeded WCU financing.


Subject(s)
Burns/therapy , Critical Care/economics , Health Care Costs , Burns/economics , Diagnosis-Related Groups/economics , Humans , Intensive Care Units , Spain
6.
Enferm Intensiva ; 7(3): 111-5, 1996.
Article in Spanish | MEDLINE | ID: mdl-8997956

ABSTRACT

Pneumonia is one of the infections of highest relevancy in Intensive Care Units, and according to the incidence of pneumonia associated to mechanical ventilation, the frequence of the ventilator external circuits change is still a topic of discussion. We decided to modify the protocol of change in our unit, from doing it every 48 hours to every 7 days. We performed a prospective study in 108 patients attended in a Polyvalent ICU who underwent mechanical ventilation during more than 24 hours. We formed two groups, in Group 1 we changed circuits every 48 hours and in Group 2 the circuits were changed every 7 days, without using bacterian filters in any of the groups. The results obtained in Group 1 were of an accumulated incidence of pneumonia associated to mechanical ventilation of 18% and density of incidence of 21.1 pneumonias per 1000 days of mechanical ventilation. In Group 2 we obtained an accumulated incidence of pneumonia associated to mechanical ventilation of 19% and a density of incidence of 20.5 pneumonias per 1000 days of mechanical ventilation. In the analysis of data there were no significant statistic differences between both groups. The cost of respirator external circuits was diminished in 27% in Group 2. We conclude that the circuits change every 7 days does not produce an increase in the frequence of pneumonia associated to mechanical ventilation, with the expense of the respirator external circuits being remarkably reduced.


Subject(s)
Pneumonia/epidemiology , Ventilators, Mechanical , Humans
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