Literature DB >> 25927099

Virtual reality for stroke rehabilitation.

Kate E Laver1, Stacey George, Susie Thomas, Judith E Deutsch, Maria Crotty.   

Abstract

BACKGROUND: Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles have been rapidly adopted in clinical settings. This is an update of a Cochrane Review published in 2011. PRIMARY
OBJECTIVE: To determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity. SECONDARY
OBJECTIVE: To determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance activity, global motor function, cognitive function, activity limitation, participation restriction and quality of life, voxels or regions of interest identified via imaging, and adverse events. Additionally, we aimed to comment on the feasibility of virtual reality for use with stroke patients by reporting on patient eligibility criteria and recruitment. SEARCH
METHODS: We searched the Cochrane Stroke Group Trials Register (October 2013), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2013, Issue 11), MEDLINE (1950 to November 2013), EMBASE (1980 to November 2013) and seven additional databases. We also searched trials registries and reference lists. SELECTION CRITERIA: Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance function and activity, and global motor function. DATA COLLECTION AND ANALYSIS: Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data and assessed risk of bias. A third review author moderated disagreements when required. The authors contacted investigators to obtain missing information. MAIN
RESULTS: We included 37 trials that involved 1019 participants. Study sample sizes were generally small and interventions varied. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large number of randomised controlled trials, the evidence remains 'low' or 'very low' quality when rated using the GRADE system. Control groups received no intervention or therapy based on a standard care approach. Intervention approaches in the included studies were predominantly designed to improve motor function rather than cognitive function or activity performance. The majority of participants were relatively young and more than one year post stroke. PRIMARY OUTCOME: results were statistically significant for upper limb function (standardised mean difference (SMD) 0.28, 95% confidence intervals (CI) 0.08 to 0.49 based on 12 studies with 397 participants). SECONDARY OUTCOMES: there were no statistically significant effects for grip strength, gait speed or global motor function. Results were statistically significant for the activities of daily living (ADL) outcome (SMD 0.43, 95% CI 0.18 to 0.69 based on eight studies with 253 participants); however, we were unable to pool results for cognitive function, participation restriction, quality of life or imaging studies. There were few adverse events reported across studies and those reported were relatively mild. Studies that reported on eligibility rates showed that only 26% of participants screened were recruited. AUTHORS'
CONCLUSIONS: We found evidence that the use of virtual reality and interactive video gaming may be beneficial in improving upper limb function and ADL function when used as an adjunct to usual care (to increase overall therapy time) or when compared with the same dose of conventional therapy. There was insufficient evidence to reach conclusions about the effect of virtual reality and interactive video gaming on grip strength, gait speed or global motor function. It is unclear at present which characteristics of virtual reality are most important and it is unknown whether effects are sustained in the longer term.

Entities:  

Mesh:

Year:  2015        PMID: 25927099      PMCID: PMC6465102          DOI: 10.1002/14651858.CD008349.pub3

Source DB:  PubMed          Journal:  Cochrane Database Syst Rev        ISSN: 1361-6137


  82 in total

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2.  Interactive virtual environment training for safe street crossing of right hemisphere stroke patients with unilateral spatial neglect.

Authors:  N Katz; H Ring; Y Naveh; R Kizony; U Feintuch; P L Weiss
Journal:  Disabil Rehabil       Date:  2005-10-30       Impact factor: 3.033

3.  Virtual reality based rehabilitation speeds up functional recovery of the upper extremities after stroke: a randomized controlled pilot study in the acute phase of stroke using the rehabilitation gaming system.

Authors:  Mónica da Silva Cameirão; Sergi Bermúdez I Badia; Esther Duarte; Paul F M J Verschure
Journal:  Restor Neurol Neurosci       Date:  2011       Impact factor: 2.406

4.  Virtual reality training for stroke rehabilitation.

Authors:  Yat San Lam; David W K Man; Sing Fai Tam; Patrice L Weiss
Journal:  NeuroRehabilitation       Date:  2006       Impact factor: 2.138

5.  CONSORT 2010 statement: updated guidelines for reporting parallel group randomised trials.

Authors:  Kenneth F Schulz; Douglas G Altman; David Moher
Journal:  BMJ       Date:  2010-03-23

6.  Use of virtual reality to enhance balance and ambulation in chronic stroke: a double-blind, randomized controlled study.

Authors:  Joong Hwi Kim; Sung Ho Jang; Chung Sun Kim; Ji Hee Jung; Joshua H You
Journal:  Am J Phys Med Rehabil       Date:  2009-09       Impact factor: 2.159

7.  A computerized visual perception rehabilitation programme with interactive computer interface using motion tracking technology -- a randomized controlled, single-blinded, pilot clinical trial study.

Authors:  Don-Kyu Kim
Journal:  Clin Rehabil       Date:  2009-04-23       Impact factor: 3.477

8.  Motor rehabilitation using virtual reality.

Authors:  Heidi Sveistrup
Journal:  J Neuroeng Rehabil       Date:  2004-12-10       Impact factor: 4.262

9.  Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke?

Authors:  B S Rajaratnam; J Gui Kaien; K Lee Jialin; Kwek Sweesin; S Sim Fenru; Lee Enting; E Ang Yihsia; Ng Keathwee; Su Yunfeng; W Woo Yinghowe; S Teo Siaoting
Journal:  Rehabil Res Pract       Date:  2013-08-18

10.  Facilitation of corticospinal excitability by virtual reality exercise following anodal transcranial direct current stimulation in healthy volunteers and subacute stroke subjects.

Authors:  Yeun Joon Kim; Jeonghun Ku; Sangwoo Cho; Hyun Jung Kim; Yun Kyung Cho; Teo Lim; Youn Joo Kang
Journal:  J Neuroeng Rehabil       Date:  2014-08-18       Impact factor: 4.262

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  86 in total

Review 1.  Robotic gait rehabilitation and substitution devices in neurological disorders: where are we now?

Authors:  Rocco Salvatore Calabrò; Alberto Cacciola; Francesco Bertè; Alfredo Manuli; Antonino Leo; Alessia Bramanti; Antonino Naro; Demetrio Milardi; Placido Bramanti
Journal:  Neurol Sci       Date:  2016-01-18       Impact factor: 3.307

2.  Improving motor performance in Parkinson's disease: a preliminary study on the promising use of the computer assisted virtual reality environment (CAREN).

Authors:  Rocco Salvatore Calabrò; Antonino Naro; Vincenzo Cimino; Antonio Buda; Giuseppe Paladina; Giuseppe Di Lorenzo; Alfredo Manuli; Demetrio Milardi; Placido Bramanti; Alessia Bramanti
Journal:  Neurol Sci       Date:  2019-12-19       Impact factor: 3.307

3.  Analysis of the Factors Related to the Effectiveness of Transcranial Current Stimulation in Upper Limb Motor Function Recovery after Stroke: a Systematic Review.

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Review 4.  [New aspects of neurorehabilitation: motor and language].

Authors:  J Liepert; C Breitenstein
Journal:  Nervenarzt       Date:  2016-12       Impact factor: 1.214

5.  Stroke Telerehabilitation in Sicily: a Cost-Effective Approach to Reduce Disability?

Authors:  Alessia Bramanti; Alfredo Manuli; Rocco Salvatore Calabrò
Journal:  Innov Clin Neurosci       Date:  2018-02-01

6.  Highly immersive virtual reality laparoscopy simulation: development and future aspects.

Authors:  Tobias Huber; Tom Wunderling; Markus Paschold; Hauke Lang; Werner Kneist; Christian Hansen
Journal:  Int J Comput Assist Radiol Surg       Date:  2017-11-18       Impact factor: 2.924

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.  Face Validity and Content Validity of a Game for Distal Radius Fracture Rehabilitation.

Authors:  Henriëtte A W Meijer; Maurits Graafland; Miryam C Obdeijn; J Carel Goslings; Marlies P Schijven
Journal:  J Wrist Surg       Date:  2019-05-28

9.  Non-pharmacological interventions for the improvement of post-stroke activities of daily living and disability amongst older stroke survivors: A systematic review.

Authors:  Carrie Stewart; Selvarani Subbarayan; Pamela Paton; Elliot Gemmell; Iosief Abraha; Phyo Kyaw Myint; Denis O'Mahony; Alfonso J Cruz-Jentoft; Antonio Cherubini; Roy L Soiza
Journal:  PLoS One       Date:  2018-10-04       Impact factor: 3.240

10.  Efficacy and safety of non-immersive virtual reality exercising in stroke rehabilitation (EVREST): a randomised, multicentre, single-blind, controlled trial.

Authors:  Gustavo Saposnik; Leonardo G Cohen; Muhammad Mamdani; Sepideth Pooyania; Michelle Ploughman; Donna Cheung; Jennifer Shaw; Judith Hall; Peter Nord; Sean Dukelow; Yongchai Nilanont; Felipe De Los Rios; Lisandro Olmos; Mindy Levin; Robert Teasell; Ashley Cohen; Kevin Thorpe; Andreas Laupacis; Mark Bayley
Journal:  Lancet Neurol       Date:  2016-06-27       Impact factor: 44.182

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