Literature DB >> 22713539

Cochrane review: virtual reality for stroke rehabilitation.

K Laver1, S George, S Thomas, J E Deutsch, M Crotty.   

Abstract

AIM: Virtual reality and interactive video gaming are innovative therapy approaches in the field of stroke rehabilitation. The primary objective of this review was to determine the effectiveness of virtual reality on motor function after stroke. The impact on secondary outcomes including activities of daily living was also assessed.
METHODS: Randomised and quasi-randomised controlled trials that compared virtual reality with an alternative or no intervention were included in the review. The authors searched the Cochrane Stroke Group Trials Register, the Cochrane Central Register of Controlled Trials, electronic databases, trial registers, reference lists, Dissertation Abstracts, conference proceedings and contacted key researchers and virtual reality manufacturers. Search results were independently examined by two review authors to identify studies meeting the inclusion criteria.
RESULTS: Nineteen studies with a total of 565 participants were included in the review. Variation in intervention approaches and outcome data collected limited the extent to which studies could be compared. Virtual reality was found to be significantly more effective than conventional therapy in improving upper limb function (standardised mean difference, SMD) 0.53, 95% confidence intervals [CI] 0.25 to 0.81)) based on seven studies, and activities of daily living (ADL) function (SMD 0.81, 95% CI 0.39 to 1.22) based on three studies. No statistically significant effects were found for grip strength (based on two studies) or gait speed (based on three studies).
CONCLUSION: Virtual reality appears to be a promising approach however, further studies are required to confirm these findings.

Entities:  

Year:  2012        PMID: 22713539

Source DB:  PubMed          Journal:  Eur J Phys Rehabil Med        ISSN: 1973-9087            Impact factor:   2.874


  34 in total

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

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6.  Interdisciplinary concepts for design and implementation of mixed reality interactive neurorehabilitation systems for stroke.

Authors:  Michael Baran; Nicole Lehrer; Margaret Duff; Vinay Venkataraman; Pavan Turaga; Todd Ingalls; W Zev Rymer; Steven L Wolf; Thanassis Rikakis
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8.  Does Virtual Reality-based Kinect Dance Training Paradigm Improve Autonomic Nervous System Modulation in Individuals with Chronic Stroke?

Authors:  Luciana Maria Malosá Sampaio; Savitha Subramaniam; Ross Arena; Tanvi Bhatt
Journal:  J Vasc Interv Neurol       Date:  2016-10

9.  Combining levodopa and virtual reality-based therapy for rehabilitation of the upper limb after acute stroke: pilot study Part II.

Authors:  Geoffrey Sithamparapillai Samuel; Nicodemus Edrick Oey; Min Choo; Han Ju; Wai Yin Chan; Stanley Kok; Yu Ge; Antonius M Van Dongen; Yee Sien Ng
Journal:  Singapore Med J       Date:  2016-06-17       Impact factor: 1.858

10.  A Wii Bit of Fun: A Novel Platform to Deliver Effective Balance Training to Older Adults.

Authors:  Caroline Whyatt; Niamh A Merriman; William R Young; Fiona N Newell; Cathy Craig
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