Literature DB >> 29156493

Virtual reality for stroke rehabilitation.

Kate E Laver1, Belinda Lange, Stacey George, Judith E Deutsch, Gustavo Saposnik, Maria Crotty.   

Abstract

BACKGROUND: Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015.
OBJECTIVES: Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events. SEARCH
METHODS: We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, 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 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 review authors contacted investigators to obtain missing information. MAIN
RESULTS: We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. 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 mostly low quality when rated using the GRADE system. Control groups usually received no intervention or therapy based on a standard-care approach. PRIMARY OUTCOME: results were not statistically significant for upper limb function (standardised mean difference (SMD) 0.07, 95% confidence intervals (CI) -0.05 to 0.20, 22 studies, 1038 participants, low-quality evidence) when comparing virtual reality to conventional therapy. However, when virtual reality was used in addition to usual care (providing a higher dose of therapy for those in the intervention group) there was a statistically significant difference between groups (SMD 0.49, 0.21 to 0.77, 10 studies, 210 participants, low-quality evidence). SECONDARY OUTCOMES: when compared to conventional therapy approaches there were no statistically significant effects for gait speed or balance. Results were statistically significant for the activities of daily living (ADL) outcome (SMD 0.25, 95% CI 0.06 to 0.43, 10 studies, 466 participants, moderate-quality evidence); however, we were unable to pool results for cognitive function, participation restriction, or quality of life. Twenty-three studies reported that they monitored for adverse events; across these studies there were few adverse events and those reported were relatively mild. AUTHORS'
CONCLUSIONS: We found evidence that the use of virtual reality and interactive video gaming was not more beneficial than conventional therapy approaches in improving upper limb function. Virtual reality may be beneficial in improving upper limb function and activities of daily living function when used as an adjunct to usual care (to increase overall therapy time). There was insufficient evidence to reach conclusions about the effect of virtual reality and interactive video gaming on gait speed, balance, participation, or quality of life. This review found that time since onset of stroke, severity of impairment, and the type of device (commercial or customised) were not strong influencers of outcome. There was a trend suggesting that higher dose (more than 15 hours of total intervention) was preferable as were customised virtual reality programs; however, these findings were not statistically significant.

Entities:  

Mesh:

Year:  2017        PMID: 29156493      PMCID: PMC6485957          DOI: 10.1002/14651858.CD008349.pub4

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


  145 in total

1.  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

2.  Clinical feasibility of Xbox KinectTM training for stroke rehabilitation: A single-blind randomized controlled pilot study.

Authors:  Tuba Alışkan Türkbey; Sehim Kutlay; Haydar Gök
Journal:  J Rehabil Med       Date:  2017-01-19       Impact factor: 2.912

Review 3.  Stroke rehabilitation.

Authors:  Peter Langhorne; Julie Bernhardt; Gert Kwakkel
Journal:  Lancet       Date:  2011-05-14       Impact factor: 79.321

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.  Maximizing post-stroke upper limb rehabilitation using a novel telerehabilitation interactive virtual reality system in the patient's home: study protocol of a randomized clinical trial.

Authors:  Dahlia Kairy; Mirella Veras; Philippe Archambault; Alejandro Hernandez; Johanne Higgins; Mindy F Levin; Lise Poissant; Amir Raz; Franceen Kaizer
Journal:  Contemp Clin Trials       Date:  2015-12-04       Impact factor: 2.226

6.  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

7.  Effects of virtual reality-based training and task-oriented training on balance performance in stroke patients.

Authors:  Hyung Young Lee; You Lim Kim; Suk Min Lee
Journal:  J Phys Ther Sci       Date:  2015-06-30

8.  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

9.  The effects of visual feedback training on sitting balance ability and visual perception of patients with chronic stroke.

Authors:  Seok Won Lee; Doo Chul Shin; Chang Ho Song
Journal:  J Phys Ther Sci       Date:  2013-06-29

10.  Effect of space balance 3D training using visual feedback on balance and mobility in acute stroke patients.

Authors:  YoungJun Ko; HyunGeun Ha; Young-Hyeon Bae; WanHee Lee
Journal:  J Phys Ther Sci       Date:  2015-05-26
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  192 in total

1.  Immersive Virtual Reality Mirror Therapy for Upper Limb Recovery After Stroke: A Pilot Study.

Authors:  Lynne M Weber; Dawn M Nilsen; Glen Gillen; Jin Yoon; Joel Stein
Journal:  Am J Phys Med Rehabil       Date:  2019-09       Impact factor: 2.159

Review 2.  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

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

Authors:  María Antonia Fuentes Calderón; Ainhoa Navarro Miralles; Mauricio Jaramillo Pimienta; Jesús María Gonçalves Estella; María José Sánchez Ledesma
Journal:  J Med Syst       Date:  2019-02-08       Impact factor: 4.460

4.  Translating concepts of neural repair after stroke: Structural and functional targets for recovery.

Authors:  Robert W Regenhardt; Hajime Takase; Eng H Lo; David J Lin
Journal:  Restor Neurol Neurosci       Date:  2020       Impact factor: 2.406

Review 5.  Interventions for preventing falls in people after stroke.

Authors:  Stijn Denissen; Wouter Staring; Dorit Kunkel; Ruth M Pickering; Sheila Lennon; Alexander Ch Geurts; Vivian Weerdesteyn; Geert Saf Verheyden
Journal:  Cochrane Database Syst Rev       Date:  2019-10-01

Review 6.  Updates in the Treatment of Post-Stroke Pain.

Authors:  Alyson R Plecash; Amokrane Chebini; Alvin Ip; Joshua J Lai; Andrew A Mattar; Jason Randhawa; Thalia S Field
Journal:  Curr Neurol Neurosci Rep       Date:  2019-11-13       Impact factor: 5.081

Review 7.  Applications of Head-Mounted Displays for Virtual Reality in Adult Physical Rehabilitation: A Scoping Review.

Authors:  David Saldana; Meghan Neureither; Allie Schmiesing; Esther Jahng; Lynn Kysh; Shawn C Roll; Sook-Lei Liew
Journal:  Am J Occup Ther       Date:  2020 Sep/Oct

8.  Virtual Reality-guided, Dual-task, Body Trunk Balance Training in the Sitting Position Improved Walking Ability without Improving Leg Strength.

Authors:  Kyohei Omon; Masahiko Hara; Hideo Ishikawa
Journal:  Prog Rehabil Med       Date:  2019-05-31

9.  Participatory design and evaluation of virtual reality games to promote engagement in physical activity for people living with dementia.

Authors:  Mazhar Eisapour; Shi Cao; Jennifer Boger
Journal:  J Rehabil Assist Technol Eng       Date:  2020-05-21

10.  End-user involvement in rehabilitation virtual reality implementation research.

Authors:  Rachel Proffitt; Stephanie Glegg; Danielle Levac; Belinda Lange
Journal:  J Enabling Technol       Date:  2019-06-17
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