Literature DB >> 26158918

Virtual reality for stroke rehabilitation: an abridged version of a Cochrane review.

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

Abstract

Virtual reality and interactive video gaming have emerged as new treatment approaches in stroke rehabilitation settings over the last ten years. The primary objective of this review was to determine the effectiveness of virtual reality on upper limb function and activity after stroke. The impact on secondary outcomes including gait, cognitive function and activities of daily living was also assessed. Randomized and quasi-randomized controlled trials comparing virtual reality with an alternative intervention or no intervention were eligible to be included in the review. The authors searched a number of electronic databases including: the Cochrane Stroke Group Trials Register, the Cochrane Central Register of Controlled Trials, MEDLINE, EMBASE, AMED, CINAHL, PsycINFO, clinical trial registers, reference lists, Dissertation Abstracts and contacted key researchers in the field. Search results were independently examined by two review authors to identify studies meeting the inclusion criteria. A total of 37 randomized or quasi randomized controlled trials with a total of 1019 participants were included in the review. Virtual reality was found to be significantly more effective than conventional therapy in improving upper limb function (standardized mean difference [SMD] 0.28, 95% confidence intervals [CI] 0.08 to 0.49) based on 12 studies and significantly more effective than no therapy in improving upper limber function (SMD 0.44 [95% CI 0.15 to 0.73]) based on nine studies. The use of virtual reality also significantly improved activities of daily living function when compared to more conventional therapy approaches (SMD 0.43 [95% CI 0.18 to 0.69]) based on eight studies. While there are a large number of studies assessing the efficacy of virtual reality they tend to be small and many are at risk of bias. While there is evidence to support the use of virtual reality intervention as part of upper limb training programs, more research is required to determine whether it is beneficial in terms of improving lower limb function and gait and cognitive function.

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Mesh:

Year:  2015        PMID: 26158918

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


  30 in total

1.  Creating 3D models from Radiologic Images for Virtual Reality Medical Education Modules.

Authors:  Simon Ammanuel; Isaiah Brown; Jesus Uribe; Bhavya Rehani
Journal:  J Med Syst       Date:  2019-05-03       Impact factor: 4.460

2.  BCI-FES With Multimodal Feedback for Motor Recovery Poststroke.

Authors:  Alexander B Remsik; Peter L E van Kan; Shawna Gloe; Klevest Gjini; Leroy Williams; Veena Nair; Kristin Caldera; Justin C Williams; Vivek Prabhakaran
Journal:  Front Hum Neurosci       Date:  2022-07-06       Impact factor: 3.473

3.  The influence of a virtual reality entertainment program on depressive symptoms and sedentary behaviour in inpatient stroke survivors: a research protocol for a pilot randomized controlled trial.

Authors:  Isabelle Rash; Megan Helgason; Donna Jansons; Lindsay Mitchell; Brodie M Sakakibara
Journal:  Pilot Feasibility Stud       Date:  2022-10-22

Review 4.  The Effectiveness of Lower-Limb Wearable Technology for Improving Activity and Participation in Adult Stroke Survivors: A Systematic Review.

Authors:  Lauren Powell; Jack Parker; Marrissa Martyn St-James; Susan Mawson
Journal:  J Med Internet Res       Date:  2016-10-07       Impact factor: 5.428

Review 5.  Effect of Virtual Reality on Postural and Balance Control in Patients with Stroke: A Systematic Literature Review.

Authors:  Ling Chen; Wai Leung Ambrose Lo; Yu Rong Mao; Ming Hui Ding; Qiang Lin; Hai Li; Jiang Li Zhao; Zhi Qin Xu; Rui Hao Bian; Dong Feng Huang
Journal:  Biomed Res Int       Date:  2016-12-07       Impact factor: 3.411

6.  Is upper limb virtual reality training more intensive than conventional training for patients in the subacute phase after stroke? An analysis of treatment intensity and content.

Authors:  Iris Brunner; Jan Sture Skouen; Håkon Hofstad; Jörg Aßmuss; Frank Becker; Hanne Pallesen; Liselot Thijs; Geert Verheyden
Journal:  BMC Neurol       Date:  2016-11-11       Impact factor: 2.474

7.  Therapists' Perspective on Virtual Reality Training in Patients after Stroke: A Qualitative Study Reporting Focus Group Results from Three Hospitals.

Authors:  Ludwig Schmid; Andrea Glässel; Corina Schuster-Amft
Journal:  Stroke Res Treat       Date:  2016-12-12

8.  Serious gaming during multidisciplinary rehabilitation for patients with complex chronic pain or fatigue complaints: study protocol for a controlled trial and process evaluation.

Authors:  Miel A P Vugts; Margot C W Joosen; Agali Mert; Aglaia Zedlitz; Hubertus J M Vrijhoef
Journal:  BMJ Open       Date:  2017-06-08       Impact factor: 2.692

9.  The effect of virtual reality-based eccentric training on lower extremity muscle activation and balance in stroke patients.

Authors:  Seung Kyu Park; Dae Jung Yang; Yo Han Uhm; Jae Won Heo; Je Ho Kim
Journal:  J Phys Ther Sci       Date:  2016-07-29

Review 10.  Does a Combination of Virtual Reality, Neuromodulation and Neuroimaging Provide a Comprehensive Platform for Neurorehabilitation? - A Narrative Review of the Literature.

Authors:  Wei-Peng Teo; Makii Muthalib; Sami Yamin; Ashlee M Hendy; Kelly Bramstedt; Eleftheria Kotsopoulos; Stephane Perrey; Hasan Ayaz
Journal:  Front Hum Neurosci       Date:  2016-06-24       Impact factor: 3.169

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