Literature DB >> 25343960

Considerations in the efficacy and effectiveness of virtual reality interventions for stroke rehabilitation: moving the field forward.

Rachel Proffitt1, Belinda Lange2.   

Abstract

In the past 2 decades, researchers have demonstrated the potential for virtual reality (VR) technologies to provide engaging and motivating environments for stroke rehabilitation interventions. Much of the research has been focused on the exploratory phase, and jumps to intervention efficacy trials and scale-up evaluation have been made with limited understanding of the active ingredients in a VR intervention for stroke. The rapid pace of technology development is an additional challenge for this emerging field, providing a moving target for researchers developing and evaluating potential VR technologies. Recent advances in customized games and cutting-edge technology used for VR are beginning to allow for researchers to understand and control aspects of the intervention related to motivation, engagement, and motor control and learning. This article argues for researchers to take a progressive, step-wise approach through the stages of intervention development using evidence-based principles, take advantage of the data that can be obtained, and utilize measurement tools to design effective VR interventions for stroke rehabilitation that can be assessed through carefully designed efficacy and effectiveness trials. This article is motivated by the recent calls in the field of rehabilitation clinical trials research for carefully structured clinical trials that have progressed through the phases of research.
© 2015 American Physical Therapy Association.

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Year:  2014        PMID: 25343960      PMCID: PMC4348718          DOI: 10.2522/ptj.20130571

Source DB:  PubMed          Journal:  Phys Ther        ISSN: 0031-9023


  52 in total

1.  Stepping over obstacles to improve walking in individuals with poststroke hemiplegia.

Authors:  David L Jaffe; David A Brown; Cheryl D Pierson-Carey; Ellie L Buckley; Henry L Lew
Journal:  J Rehabil Res Dev       Date:  2004-05

2.  Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle.

Authors:  Gustavo Saposnik; Robert Teasell; Muhammad Mamdani; Judith Hall; William McIlroy; Donna Cheung; Kevin E Thorpe; Leonardo G Cohen; Mark Bayley
Journal:  Stroke       Date:  2010-05-27       Impact factor: 7.914

3.  Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: a case report.

Authors:  Sheryl Flynn; Phyllis Palma; Anneke Bender
Journal:  J Neurol Phys Ther       Date:  2007-12       Impact factor: 3.649

4.  Overcoming the funding challenge: the cost of randomized controlled trials in the next decade.

Authors:  Benjamin J Shore; Adam Y Nasreddine; Mininder S Kocher
Journal:  J Bone Joint Surg Am       Date:  2012-07-18       Impact factor: 5.284

5.  Virtual reality and robotics for stroke rehabilitation: where do we go from here?

Authors:  Eric Wade; Carolee J Winstein
Journal:  Top Stroke Rehabil       Date:  2011 Nov-Dec       Impact factor: 2.119

6.  Adherence to a home-based exercise program for individuals after stroke.

Authors:  Michael T Jurkiewicz; Susan Marzolini; Paul Oh
Journal:  Top Stroke Rehabil       Date:  2011 May-Jun       Impact factor: 2.119

7.  Use of computer games as an intervention for stroke.

Authors:  Rachel M Proffitt; Gazihan Alankus; Caitlin L Kelleher; Jack R Engsberg
Journal:  Top Stroke Rehabil       Date:  2011 Jul-Aug       Impact factor: 2.119

Review 8.  Advances in upper limb stroke rehabilitation: a technology push.

Authors:  Rui C V Loureiro; William S Harwin; Kiyoshi Nagai; Michelle Johnson
Journal:  Med Biol Eng Comput       Date:  2011-07-20       Impact factor: 2.602

9.  Sony PlayStation EyeToy elicits higher levels of movement than the Nintendo Wii: implications for stroke rehabilitation.

Authors:  A Neil; S Ens; R Pelletier; T Jarus; D Rand
Journal:  Eur J Phys Rehabil Med       Date:  2012-11-21       Impact factor: 2.874

10.  Effectiveness of a Wii balance board-based system (eBaViR) for balance rehabilitation: a pilot randomized clinical trial in patients with acquired brain injury.

Authors:  José-Antonio Gil-Gómez; Roberto Lloréns; Mariano Alcañiz; Carolina Colomer
Journal:  J Neuroeng Rehabil       Date:  2011-05-23       Impact factor: 4.262

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  20 in total

Review 1.  Barriers, Facilitators and Interventions to Support Virtual Reality Implementation in Rehabilitation: A Scoping Review.

Authors:  Stephanie Miranda Nadine Glegg; Danielle Elaine Levac
Journal:  PM R       Date:  2018-11       Impact factor: 2.298

Review 2.  Stroke Rehabilitation Using Virtual Environments.

Authors:  Michael J Fu; Jayme S Knutson; John Chae
Journal:  Phys Med Rehabil Clin N Am       Date:  2015-08-01       Impact factor: 1.784

Review 3.  Virtual Reality Exercise for Anxiety and Depression: A Preliminary Review of Current Research in an Emerging Field.

Authors:  Nan Zeng; Zachary Pope; Jung Eun Lee; Zan Gao
Journal:  J Clin Med       Date:  2018-03-04       Impact factor: 4.241

4.  Home-based balance training using Wii Fit™: a pilot randomised controlled trial with mobile older stroke survivors.

Authors:  André Golla; Tobias Müller; Kai Wohlfarth; Patrick Jahn; Kerstin Mattukat; Wilfried Mau
Journal:  Pilot Feasibility Stud       Date:  2018-08-25

5.  Virtual rehabilitation: What are the practical barriers for home-based research?

Authors:  Kate Threapleton; Avril Drummond; Penny Standen
Journal:  Digit Health       Date:  2016-04-29

6.  Investigating the feasibility and acceptability of real-time visual feedback in reducing compensatory motions during self-administered stroke rehabilitation exercises: A pilot study with chronic stroke survivors.

Authors:  Shayne Lin; Jotvarinder Mann; Avril Mansfield; Rosalie H Wang; Jocelyn E Harris; Babak Taati
Journal:  J Rehabil Assist Technol Eng       Date:  2019-03-18

7.  Virtual reality gait training versus non-virtual reality gait training for improving participation in subacute stroke survivors: study protocol of the ViRTAS randomized controlled trial.

Authors:  Ilona J M de Rooij; Ingrid G L van de Port; Johanna M A Visser-Meily; Jan-Willem G Meijer
Journal:  Trials       Date:  2019-01-29       Impact factor: 2.279

8.  Evaluating the Benefits of Aphasia Intervention Delivered in Virtual Reality: Results of a Quasi-Randomised Study.

Authors:  Jane Marshall; Tracey Booth; Niamh Devane; Julia Galliers; Helen Greenwood; Katerina Hilari; Richard Talbot; Stephanie Wilson; Celia Woolf
Journal:  PLoS One       Date:  2016-08-12       Impact factor: 3.240

9.  Validation of a Kinect V2 based rehabilitation game.

Authors:  Mengxuan Ma; Rachel Proffitt; Marjorie Skubic
Journal:  PLoS One       Date:  2018-08-24       Impact factor: 3.240

10.  Effect of Specific Over Nonspecific VR-Based Rehabilitation on Poststroke Motor Recovery: A Systematic Meta-analysis.

Authors:  Martina Maier; Belén Rubio Ballester; Armin Duff; Esther Duarte Oller; Paul F M J Verschure
Journal:  Neurorehabil Neural Repair       Date:  2019-01-30       Impact factor: 3.919

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