Literature DB >> 21474804

Virtual reality in stroke rehabilitation: a meta-analysis and implications for clinicians.

Gustavo Saposnik1, Mindy Levin.   

Abstract

BACKGROUND AND
PURPOSE: Approximately two thirds of stroke survivors continue to experience motor deficits of the arm resulting in diminished quality of life. Conventional rehabilitation provides modest and sometimes delayed effects. Virtual reality (VR) technology is a novel adjunctive therapy that could be applied in neurorehabilitation. We performed a meta-analysis to determine the added benefit of VR technology on arm motor recovery after stroke.
METHODS: We searched Medline, EMBASE, and Cochrane literature from 1966 to July 2010 with the terms "stroke," "virtual reality," and "upper arm/extremity." We evaluated the effect of VR on motor function improvement after stroke.
RESULTS: From the 35 studies identified, 12 met the inclusion/exclusion criteria totaling 195 participants. Among them, there were 5 randomized clinical trials and 7 observational studies with a pre-/postintervention design. Interventions were delivered within 4 to 6 weeks in 9 of the studies and within 2 to 3 weeks in the remaining 3. Eleven of 12 studies showed a significant benefit toward VR for the selected outcomes. In the pooled analysis of all 5 randomized controlled trials, the effect of VR on motor impairment (Fugl-Meyer) was OR=4.89 (95% CI, 1.31 to 18.3). No significant difference was observed for Box and Block Test or motor function. Among observational studies, there was a 14.7% (95% CI, 8.7%-23.6%) improvement in motor impairment and a 20.1% (95% CI, 11.0%-33.8%) improvement in motor function after VR.
CONCLUSIONS: VR and video game applications are novel and potentially useful technologies that can be combined with conventional rehabilitation for upper arm improvement after stroke.

Entities:  

Mesh:

Year:  2011        PMID: 21474804     DOI: 10.1161/STROKEAHA.110.605451

Source DB:  PubMed          Journal:  Stroke        ISSN: 0039-2499            Impact factor:   7.914


  116 in total

1.  On the Effect of Previous Technological Experience on the Usability of a Virtual Rehabilitation Tool for the Physical Activation and Cognitive Stimulation of Elders.

Authors:  Alberto L Morán; Cristina Ramírez-Fernández; Victoria Meza-Kubo; Felipe Orihuela-Espina; Eloísa García-Canseco; Ana I Grimaldo; Enrique Sucar
Journal:  J Med Syst       Date:  2015-08-12       Impact factor: 4.460

2.  A Novel Methodology for Extracting and Evaluating Therapeutic Movements in Game-Based Motion Capture Rehabilitation Systems.

Authors:  Zhichao Yang; Mohammad H Rafiei; Alexis Hall; Caroline Thomas; Hali A Midtlien; Alexander Hasselbach; Hojjat Adeli; Lynne V Gauthier
Journal:  J Med Syst       Date:  2018-11-07       Impact factor: 4.460

3.  Portable Motion-Analysis Device for Upper-Limb Research, Assessment, and Rehabilitation in Non-Laboratory Settings.

Authors:  Won Joon Sohn; Rifat Sipahi; Terence D Sanger; Dagmar Sternad
Journal:  IEEE J Transl Eng Health Med       Date:  2019-11-13       Impact factor: 3.316

4.  Design Parameters in Multimodal Games for Rehabilitation.

Authors:  Nauman Shah; Angelo Basteris; Farshid Amirabdollahian
Journal:  Games Health J       Date:  2014-02-01

5.  Assessing upper extremity motor function in practice of virtual activities of daily living.

Authors:  Richard J Adams; Matthew D Lichter; Eileen T Krepkovich; Allison Ellington; Marga White; Paul T Diamond
Journal:  IEEE Trans Neural Syst Rehabil Eng       Date:  2014-09-24       Impact factor: 3.802

6.  "Kinect-ing" with clinicians: a knowledge translation resource to support decision making about video game use in rehabilitation.

Authors:  Danielle Levac; Deborah Espy; Emily Fox; Sujata Pradhan; Judith E Deutsch
Journal:  Phys Ther       Date:  2014-09-25

7.  Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation.

Authors:  Yoon-Hee Choi; Nam-Jong Paik
Journal:  J Vis Exp       Date:  2018-03-08       Impact factor: 1.355

8.  Multifunctional Setup for Studying Human Motor Control Using Transcranial Magnetic Stimulation, Electromyography, Motion Capture, and Virtual Reality.

Authors:  William J Talkington; Bradley S Pollard; Erienne V Olesh; Valeriya Gritsenko
Journal:  J Vis Exp       Date:  2015-09-03       Impact factor: 1.355

9.  Virtual Reality for Sensorimotor Rehabilitation Post-Stroke: The Promise and Current State of the Field.

Authors:  Gerard G Fluet; Judith E Deutsch
Journal:  Curr Phys Med Rehabil Rep       Date:  2013-03

Review 10.  New evidence for therapies in stroke rehabilitation.

Authors:  Bruce H Dobkin; Andrew Dorsch
Journal:  Curr Atheroscler Rep       Date:  2013-06       Impact factor: 5.113

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