| Literature DB >> 24681826 |
Keith R Lohse1, Courtney G E Hilderman2, Katharine L Cheung2, Sandy Tatla3, H F Machiel Van der Loos4.
Abstract
BACKGROUND: The objective of this analysis was to systematically review the evidence for virtual reality (VR) therapy in an adult post-stroke population in both custom built virtual environments (VE) and commercially available gaming systems (CG).Entities:
Mesh:
Year: 2014 PMID: 24681826 PMCID: PMC3969329 DOI: 10.1371/journal.pone.0093318
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Characteristics of trials comparing virtual reality therapy to conventional therapy in adults post-stroke.
| Reference | Intervention | VR Intervention | Ctrl Intervention | VR Type | Extracted Outcomes | Outcome Classification |
| Broeren, 2008 | VE training + CT vs. CT | 3-D computer games with UL unsupported, with rehabilitation personnel | Creative crafts, social and physical activities at activity centre. | VE | BBT, movement time, hand-path ratios | ACT, BF, BF |
| Cho, 2013 | VE walking + standard therapy vs. CT + standard therapy | Virtual walking training program with video recording, Co-intervention: Standard therapy: Therapeutic exercise, functional therapy, OT, FES | Treadmill gait training Co-intervention: Standard therapy: Therapeutic exercise, functional therapy, OT, FES | VE | BBS, TUG | ACT, ACT |
| Cikajlo, 2012 | VE balance training vs. CT | VR supported balance training in standing frame, (2 week in clinic & 1 week in home) with PT supervision. | Balance training without VR (in clinic only). | VE | BBS, TUG, 10mWT | ACT, ACT, ACT |
| Crosbie, 2012 | VE therapy vs. CT | VR tasks focused on UL reaching and grasping with therapist. | Standard UL therapy, including muscle facilitation, stretching, strengthening and functional tasks with PT. | VE | Mobility Index, ARAT | BF, ACT |
| da Silva Cameirao, 2011 | VE game + Standard Therapy vs. CT + Standard Therapy | Rehabilitation gaming system targeting UL speed, range of motion, grasp and release. Co-intervention: Standard OT & PT. | One of two treatments: 1) Pure occupational therapy targeting object displacement, grasp, and release; or 2) Wii games. Co-intervention: Standard OT & PT. | VE | Mobility Index, FMA, CAHAI | BF, BF, ACT |
| Gil-Gómez, 2011 | Wii balance board therapy vs. CT | Easy balance VR system with Wii balance board (eBaViR). | Traditional rehabilitation balance exercises individually or in group) | CG | BBS, BBA | ACT, ACT |
| In, 2012 | VE + Standard Therapy vs. Sham + Standard Therapy | VR reflection therapy for UL movements (with caregiver). | UL movements using unaffected limb (no VR component) (with caregiver). | VE | FMA, BBT, JTHF | BF, ACT, PART |
| Jung, 2012 | VE treadmill vs. treadmill | VR (with head mounted device) treadmill training. | Treadmill training. | VE | TUG | ACT |
| Katz, 2005 | VE street-crossing vs. visual training | Desktop VR street-crossing cognitive training. | Computer-based visual scanning tasks. | VE | FIM, VR-performance, Real street crossing. | ACT, ACT, PART |
| Kihoon, 2012 | VE + Standard Therapy vs. CT | Interactive Rehabilitation & Exercise System (IREX) VR targeting UL and visual impairments. | Traditional therapy (unspecified). | VE | WMFT, MVPT | ACT, BF |
| Kim, 2009 | VE + CT vs. CT | IREX VR balance therapy + CT. | Standard PT, involving neurofacilitation. | VE | BBS, MMAS, 10mWT | ACT, ACT, ACT |
| Kim, 2012 | Wii games vs. no gaming | Nintendo Wii for balance and motor control + general exercise (unspecified) and electrical stimulation before each session. | General exercise (unspecified) and electrical stimulation before each session. | CG | FIM, PASS, MASS | ACT, BF, BF |
| Kiper, 2011 | VE therapy vs. CT | Virtual Reality Rehabilitation System (VRRS) training targeting UL functional tasks (turning, pouring, using a hammer, etc.) with PT. | Traditional neuromotor rehabilitation (postural control, in-hand manipulation, fine motor control and coordination) with PT. | VE | FIM, FMA, MAS | ACT, BF, BF |
| Kwon, 2012 | VE + CT vs. CT | IREX VR UL training with OT + CT. | Routine OT & PT (gait & balance training, tabletop activities, UL strengthening and functional tasks. | VE | FMA, MFT, MBI | BF, ACT, ACT |
| Lam, 2006 | VE skills training vs. CT vs. no treatment | 2-D VR program targeting various cognitive functions over 10 sessions. | Psychoeducational training (instruction + video modeling) over 10 sessions. | VE | Behavioural assessment of mass transit skills. | PART |
| Mirelman, 2010 | VE training vs. Non-VE training | Rutgers ankle rehabilitation system (robotic gait training with VR stimulation), involving various ankle movements, with therapist. | Ankle movements without VR under therapist supervision. | VE | Gait speed, ankle movement, ankle power | ACT, BF, BF |
| Piron, 2007 | VE therapy vs. CT | Reinforced feedback in VR environment for UL training with PT. | Conventional UL therapy (unspecified) with PT. | VE | FMA, FIM | BF, ACT |
| Piron, 2009 | VE tele-rehab vs. CT | VR with telemedicine (VRRS.net) for upper limb training. Therapist supported through videoconferencing. | Conventional UL therapy progressing in complexity from postural control to postural control with complex motion. | VE | FMA, Ashworth Scale | BF, BF |
| Piron, 2010 | VE therapy vs. CT | Reinforced feedback in VR environment for UL training with therapist. | Conventional UL therapy progressing in complexity with PT. | VE | FMA, FIM | BF, ACT |
| Saposnik, 2010 | Wii games + Standard therapy vs. table top games + Standard therapy | VR Wii therapy targeting UL. Co-intervention: Conventional OT & PT 1 hr each per day. | Leisure activities, such as playing cards, Bingo, or Jenga. Co-intervention: Conventional OT & PT 1 hr each per day. | CG | WMFT, BBT, SIS (hand items) | ACT, ACT, BF |
| Subramanian, 2013 | VE training vs. physical training | VR based UL training (reaching for 6 targets). | Reaching for 6 targets in non-VR environment. | VE | WMFT, RPSS (close, far items) | ACT, BF, BF |
| Yang, 2008 | VE treadmill vs. treadmill | VR based treadmill training designed to simulate typical community in Taipei (lane walking, street crossing, stepping over obstacles). | Treadmill training while executing different tasks (lifting legs to simulate walking over obstacles, uphill, downhill and fast walking). | VE | Gait speed, walking time in community | BF, ACT |
| Yavuzer, 2008 | Playstation EyeToy games + Standard therapy vs. sham + Standard therapy | Playstation EyeToy games targeting UL movements. Co-intervention: Conventional OT, PT, and SLP. | Watched Playstation EyeToy games but did not play. Co-intervention: Conventional OT, PT, and SLP. | CG | FIM (self care items), Brunnstrom stages (hand, UE items) | ACT, BF, BF |
| You, 2005 | VE exercise games vs. CT | IREX VR system targeting range of motion, balance, mobility, stepping and ambulation. | No treatment. | VE | FAC, MMAS (walking items) | ACT, ACT |
Abbreviations: ACT, activity; ARAT, Action Research Arm Test; BBA, Brunel Balance Assessment; BBS, Berg Balance Scale; BBT, Box and Block Test; BF, body function; CAHAI, Chedoke Arm and Hand Activity Inventory; CG, commercial gaming; CT, conventional therapy; FES, Functional Electrical Stimulation; FIM, Functional Independence Measure; FMA, Fugl-Meyer Assessment; ICF, International Classification of Function, Disability, and Health; JTHF, Jebsen-Taylor Hand Function Test; MBI, Modified Barthel Index; MFT, Manual Function Test; MMAS, Modified Motor Assessment Scale; MSS, Motor Status Scale; MVPT, Motor-free Visual Perception Test; OT, occupational therapy; PART, participation; PASS, Postural Assessment Scale; PT, physiotherapy; RA, robotic assisted therapy; RPSS, Reaching Performance for Stroke Scale; SIS, Stroke Impact Scale; SLP, speech and language therapy; TUG, Time Up-and-Go test; UL, upper limb; VE, virtual environments; VR, virtual reality; WMFT, Wolf Motor Function Test; 10mWT, 10-metre Walk Test.
* = control group was not matched for time to the experimental group.
Figure 1Screening of articles.
Four-phase PRISMA flow-diagram for study collection [24], showing the number of studies identified, screened, eligible, and included in the review and analysis.
Studies that meet the criteria of the PEDro scale.
| Selection Bias | Performance Bias | Detection Bias | Attrition Bias | |||||||||
| First Author | Year | C1 | C2 | C3 | C4 | C5 | C6 | C7 | C8 | C9 | C10 | C11 |
| Broeren | 2008 | 1 | 0 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 0 | 1 |
| Cho | 2013 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
| Cikajilo | 2012 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
| Crosbie | 2008 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 0 |
| Crosbie | 2012 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 |
| da Silva Camiero | 2011 | 1 | 1 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | 1 |
| Gil-Gómez | 2011 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
| In | 2012 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 |
| Jung | 2012 | 1 | 1 | 0 | 0 | 1 | 0 | 1 | 1 | 0 | 1 | 1 |
| Katz | 2005 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 1 | 1 |
| Kihoon | 2012 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 0 | 1 |
| Kim | 2011 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
| Kim | 2012 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 |
| Kiper | 2011 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 |
| Kwon | 2012 | 1 | 1 | 0 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | 1 |
| Lam | 2006 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 0 | 0 | 1 |
| Mirelman | 2010 | 0 | 1 | 0 | 0 | 1 | 0 | 0 | 1 | 0 | 1 | 1 |
| Piron | 2007 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 |
| Piron | 2009 | 1 | 1 | 1 | 0 | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
| Piron | 2010 | 1 | 1 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 |
| Saposnik | 2010 | 1 | 1 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | 1 |
| Subramanian | 2013 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
| Yang | 2008 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 0 | 0 | 1 | 1 |
| Yang | 2011 | 1 | 1 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | 1 |
| Yavuzer | 2008 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 |
| You | 2005 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 1 | 1 |
Note. A "1" indicates that a study met that particular criterion, a "0" indicates that a study did not meet that criterion or that not enough information was given to make an assessment. C1 = Eligibility criteria were specified; C2 = Participants were randomly allocated to groups; C3 = Treatment allocation was concealed; C4 = Groups were similar at baseline; C5 = Blinding of participants; C6 = Blinding of therapists administering treatment; C7 = Blinding of assessors for outcome measures; C8 = Measurement of key outcome from >85% of participants; C9 = Intention to treat analysis; C10 = Between-groups statistical comparison is reported for key outcome; C11 = Measures of central tendency and variability are provided. As per PEDro guidelines, the "total" score is based on C2 through C11.
Demographic statistics for the included studies.
| Reference | VR Type | Time Scheduled for VR Intervention (min) | Experimental Group N | Control Group N | Years Post-Stroke (average) | Average Patient Age (yrs) |
| Broeren, 2008 | VE | 45*3*4 = 540 | 11 | 11 | 5.87 | NR; range: 44-85 |
| Cho, 2013 | VE | 30*3*6 = 540 | 7 | 7 | 0.82 | 64.85 |
| Cikajlo, 2012 | VE | 20*5*3 = 300 | 6 | 20 | 0.36 | 58.50 |
| Crosbie, 2012 | VE | 37.5*3*3 = 337.5 | 9 | 9 | 0.90 | 60.35 |
| da Silva Cameirao, 2011 | VE | 20*3*12 = 720 | 8 | 8 | 0.04 | 61.37 |
| Gil-Gómez, 2011 | CG | 60*20 sessions = 1200 | 9 | 8 | 1.58 | 47.45 |
| In, 2012 | VE | 30*5*4 = 600 | 11 | 8 | 1.11 | 63.97 |
| Jung, 2012 | VE | 30*5*3 = 450 | 11 | 10 | 1.17 | 62.05 |
| Katz, 2005 | VE | 45*3*4 = 540 | 11 | 8 | 0.11 | 62.85 |
| Kihoon, 2012 | VE | 30*3*4 = 360 | 15 | 14 | NR | 63.85 |
| Kim, 2009 | VE | 30*4*4 = 480 | 12 | 12 | 0.07 | 52.09 |
| Kim, 2012 | CG | 30*3*3 = 270 | 10 | 10 | 1.05 | 48.15 |
| Kiper, 2011 | VE | 60*5*4 = 1200 | 40 | 40 | 0.48 | 64.00 |
| Kwon, 2012 | VE | 30*5*4 = 600 | 13 | 13 | 0.67 | 57.54 |
| Lam, 2006 | VE | NR | 20 | 16 | 4.74 | 71.37 |
| Mirelman, 2010 | VE | 60*3*4 = 720 | 9 | 9 | >2.00 | 62.00 |
| Piron, 2007 | VE | 60*5*6 = 1800 | 25 | 13 | 0.22 | 61.50 |
| Piron, 2009 | VE | 60*5*4 = 1200 | 18 | 18 | 1.11 | 65.20 |
| Piron, 2010 | VE | 60*5*4 = 1200 | 27 | 20 | 1.27 | 60.50 |
| Saposnik, 2010 | CG | 60*8 sessions = 480 | 9 | 9 | 0.07 | 61.30 |
| Subramanian, 2013 | VE | 45*3*4 = 540 | 16 | 16 | 3.35 | 61.00 |
| Yang, 2008 | VE | 20*3*3 = 180 | 9 | 11 | 6.01 | 58.17 |
| Yavuzer, 2008 | CG | 30*5*4 = 600 | 10 | 10 | 0.33 | 61.10 |
| You, 2005 | VE | 60*5*4 = 1200 | 5 | 5 | 1.57 | 57.10 |
Note. Time scheduled for the VR intervention is given as (min/day) * (days/week) * (weeks) = total time in minutes. NR = ‘not reported’.
= this study did not report an average time post-stroke, so the minimum time was used instead.
= control group was not matched for time to the experimental group.
Figure 2Body function outcomes in VE studies.
The funnel plot (top) for body function outcomes showing effect-sizes (G) as a function of precision (standard error) in each virtual environment study. The forest plot (bottom) showing the effect-sizes and 95% confidence intervals for each study and the summary effect-size from the random-effects model. Positive values show a difference in favour of VE therapy. Negative values show a difference in favour of CT. Abbreviations: VE, virtual environments; RE, random effects.
Figure 3Body function outcomes in CG studies.
The funnel plot (top) for body function outcomes showing effect-sizes (G) as a function of precision (standard error) in each commercial gaming study. The forest plot (bottom) showing the effect-sizes and 95% confidence intervals for each study and the summary effect-size from the random-effects model. Positive values show a difference in favour of CG therapy. Negative values show a difference in favour of CT. Abbreviations: CG, commercial gaming; RE, random effects.
Figure 4Activity outcomes in VE studies.
The funnel plot (top) for activity outcomes showing effect-sizes (G) as a function of precision (standard error) in each virtual environment study. The forest plot (bottom) shows the effect-sizes and 95% confidence intervals for each study and the summary effect-size from the random-effects model. Positive values show a difference in favour of VE therapy. Negative values show a difference in favour of CT. Abbreviations: RE, random effects.
Figure 5Activity outcomes in CG studies.
The funnel plot (top) for activity outcomes showing effect-sizes (G) as a function of precision (standard error) in each commercial gaming study. The forest plot (bottom) shows the effect-sizes and 95% confidence intervals for each study and the summary effect-size from the random-effects model. Positive values show a difference in favour of CG therapy. Negative values show a difference in favour of CT. Abbreviations: CG, commercial gaming; RE, random effects.
Figure 6Participation outcomes in VE studies.
The funnel plot (top) for participation outcomes showing effect-sizes (G) as a function of precision (standard error) in each study. The forest plot (bottom) shows the effect-sizes and 95% confidence intervals for each study and the summary effect-size from the random-effects model. Positive values show a difference in favour of VE therapy. Negative values show a difference in favour of CT. Abbreviations: VE, virtual environments; RE, random effects.