PURPOSE: Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to stroke patients. METHODS: A virtual reality-based serious games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty stroke patients were randomly assigned to two conditions: exposure to the intervention, and waiting list control. RESULTS: The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls. CONCLUSIONS: Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation. Implications for Rehabilitation Improvements in memory and attention functions following a virtual reality-based serious games intervention. Training of daily-life activities using a virtual reality application. Accessibility to training contents.
RCT Entities:
PURPOSE: Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to strokepatients. METHODS: A virtual reality-based serious games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty strokepatients were randomly assigned to two conditions: exposure to the intervention, and waiting list control. RESULTS: The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls. CONCLUSIONS: Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation. Implications for Rehabilitation Improvements in memory and attention functions following a virtual reality-based serious games intervention. Training of daily-life activities using a virtual reality application. Accessibility to training contents.
Authors: Teresa Hagan Thomas; Varshini Sivakumar; Dmitriy Babichenko; Victoria L B Grieve; Mary Lou Klem Journal: JMIR Serious Games Date: 2020-07-30 Impact factor: 4.143
Authors: Michael J Fu; Mary Y Harley; Terri Hisel; Robyn Busch; Richard Wilson; John Chae; Jayme S Knutson Journal: J Rehabil Assist Technol Eng Date: 2019-07-16
Authors: Anna Aminov; Jeffrey M Rogers; Sandy Middleton; Karen Caeyenberghs; Peter H Wilson Journal: J Neuroeng Rehabil Date: 2018-03-27 Impact factor: 4.262