Impact of VR Training on Emotional and Cognitive Function in MS Patients
Author Information
Author(s): Maggio Maria Grazia, Benenati Alessandra, Impellizzeri Federica, Rizzo Amelia, Barbera Martina, Cannavò Antonino, Gregoli Vera, Morone Giovanni, Chirico Francesco, Quartarone Angelo, Calabrò Rocco Salvatore
Primary Institution: IRCCS Centro Neurolesi Bonino-Pulejo, Messina, Italy
Hypothesis
Gender may influence the effectiveness of VR-based rehabilitation in improving emotional self-efficacy and cognitive function in MS patients.
Conclusion
VR training may enhance emotional self-efficacy and cognitive function in MS patients, suggesting a tailored approach for rehabilitation.
Supporting Evidence
- The VR group showed significant improvements in managing negative emotions.
- Depressive symptoms decreased significantly in the VR group.
- Anxiety symptoms also showed significant reduction in the VR group.
- VR training enhanced cognitive performance, particularly in verbal learning and working memory.
- Gender-based analysis suggested females in the VR group may exhibit greater improvements in emotional self-efficacy.
Takeaway
This study shows that using virtual reality can help people with multiple sclerosis feel better about their emotions and think more clearly.
Methodology
The study analyzed data from 43 MS patients undergoing cognitive and behavioral rehabilitation, comparing a VR intervention group and a control group receiving traditional rehabilitation.
Potential Biases
Potential for selection bias due to non-randomized design.
Limitations
The small sample size may limit generalizability, and the non-randomized design could introduce selection bias.
Participant Demographics
The VR group consisted of 60.9% males and 39.1% females, with a mean age of 46.6 years.
Statistical Information
P-Value
p = 0.011 for negative emotional self-efficacy, p < 0.001 for depression, p = 0.002 for anxiety.
Statistical Significance
p<0.05
Digital Object Identifier (DOI)
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