| Literature DB >> 29587853 |
Anna Aminov1, Jeffrey M Rogers2, Sandy Middleton1, Karen Caeyenberghs3,4, Peter H Wilson5,6,7.
Abstract
BACKGROUND: Virtual-reality based rehabilitation (VR) shows potential as an engaging and effective way to improve upper-limb function and cognitive abilities following a stroke. However, an updated synthesis of the literature is needed to capture growth in recent research and address gaps in our understanding of factors that may optimize training parameters and treatment effects.Entities:
Keywords: Cognition; Meta-analysis; Motor performance; Rehabilitation; Stroke; Virtual reality
Mesh:
Year: 2018 PMID: 29587853 PMCID: PMC5870176 DOI: 10.1186/s12984-018-0370-2
Source DB: PubMed Journal: J Neuroeng Rehabil ISSN: 1743-0003 Impact factor: 4.262
Fig. 1Population, Intervention, Comparison, Outcome (PICO) Question and the main variables included in the systematic literature review and meta-analysis
Moderators included in the analyses
| Moderator Type | Definition |
|---|---|
| Design factors | |
| Intervention Type | Virtual Environment (VE) design or Computerized Gaming (CG) system |
| Simulation Type | Intervention targeting hand/finger function or interventions targeting overall upper-limb function |
| Study Quality | Moderate Quality (PEDro score ≤ 6) or High Quality (PEDro score > 6) |
| Recovery Stage | Sub-Acute (≤3 months post-stroke) or Chronic (> 3 months post-stroke) |
| Control Group Type | Passive (treatment as usual) or Active (treatment as usual + additional rehabilitation) comparison control group |
| Implementation Parameters | |
| Duration | Total number of sessions per intervention (low: < 15 sessions; high: ≥ 15 sessions) |
| Frequency | Number of sessions per week (low: ≤ 3 sessions; high: > 3 sessions) |
| Dose | Total number of minutes per intervention (low: < 400 min; medium: 400–800 min; high: > 800 min) |
| Daily Intensity | Minutes per session (low: ≤ 30 min; high: > 30 min) |
| Weekly Intensity | Total minutes of virtual rehabilitation per week (low: ≤ 100 min; high: > 100 min) |
Fig. 2Four-phase Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) flow diagram, showing the process for identifying and screening of the articles for inclusion and exclusion in the systematic literature review and meta-analysis
Characteristics of the included studies
| Participant Characteristics | Study Design | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| First Author, Year (Reference) | N (VR/CT) | Mean Age at Intervention | Time Since Stroke (Weeks) | Recovery stage | Stroke Type | Cohort Origin | VR Type | Implementation Parameters | Control Type | Outcomes |
| Assis, 2014 | 4/4 | 55.0 | 269.6 | Chronic | NR | Brazil | VE | One hour training once a week, for 4 weeks | Active | Body Function |
| Broeren, 2008a | 11/11 | 68.0 | 306.1 | Chronic | Mixed | Sweden | VE | Forty-five minutes training, 3 times a week for 4 weeks | Passive | Activity |
| Chen, 2015 | 8/8 | 49.2 | 36.3 | Chronic | NR | Taiwan | CG | Thirty minutes training 3 times a week for 8 weeks | Active | Body Function, Activity |
| Chen, 2015 | 8/8 | 53.3 | 37.8 | Chronic | NR | Taiwan | CG | Thirty minutes training 3 times a week for 8 weeks | Active | Body Function, Activity |
| Choi, 2014c | 10/10 | 64.7 | NR | NR | Mixed | Korea | CG | Thirty minutes training, 5 times a week for 4 weeks | Active | Body Function, Activity, Cognitive |
| Crosbie, 2012a,c | 9/9 | 60.4 | 46.9 | Chronic | NR | UK | VE | Thirty minutes training, 3 times a week for 3 weeks | Active | Activity |
| da Silva Cameirão, 2011a,b | 8/8 | 61.4 | 1.9 | Subacute | Mixed | Spain | VE | Active | Body Function, Activity | |
| da Silva Ribeiro, 2015 | 15/15 | 53.3 | 222.7 | Chronic | NR | Brazil | CG | One hour training twice a week, for 8 weeks | Active | Body Function, Activity |
| Duff, 2010 | 11/10 | 68.5 | 56.3 | Chronic | Mixed | USA | VE | One hour training 3 times a week, for 4 weeks | Active | Body Function, Activity, Participation |
| Gamito, 2015 | 10/10 | 55.0 | NR | NR | NR | Portugal | VE | One hour training 3 times a week, for 6 weeks | Passive | Cognitive |
| Givon 2015 | 19/18 | 59.4 | 146.0 | Chronic | Mixed | Israel | CG | One hour training 2 times a week, for 12 weeks | Active | Body Function, Activity |
| Housman, 2009b | 15/16 | 55.3 | 427.8 | Chronic | Mixed | USA | VE | One hour training 3 times a week, for 8 weeks | Passive | Body Function, Participation |
| In, 2012a | 11/8 | 64.0 | 57.9 | Chronic | Mixed | Korea | VE | Thirty minutes training, 5 times a week for 4 weeks | Active | Body Function, Activity |
| Kihoon, 2012a | 15/14 | 63.9 | NR | NR | NR | Korea | CG | One hour training 5 times a week, for 4 weeks | Passive | Body Function, Cognitive |
| Kim, 2011b | 15/13 | 64.2 | 3.0 | Subacute | Mixed | Korea | CG | Thirty minutes training, 3 times a week for 4 weeks | Passive | Activity, Cognitive |
| Kim, 2012a,b | 10/7 | 48.2 | 54.8 | Chronic | Mixed | Korea | CG | Thirty minutes training, 3 times a week for 3 weeks | Passive | Activity |
| Kiper, 2011a,b | 40/40 | 64.0 | 25.0 | Chronic | Mixed | Italy | VE | One hour training 5 times a week, for 4 weeks | Active | Body Function, Activity |
| Kiper, 2014 | 23/21 | 64.3 | 18.3 | Chronic | Mixed | Italy | VE | One hour training 5 times a week, for 4 weeks | Active | Body Function, Activity |
| Kong, 2016 | 31/33 | 57.5 | 1.96 | Subacute | Mixed | Singapore | CG | One hour training 4 times a week, for 3 weeks | Passive | Body Function, Activity |
| Kottink, 2014 | 8/10 | 61.4 | 173.1 | Chronic | Mixed | The Netherlands | VE | Thirty minutes training, 3 times a week for 6 weeks | Active | Body Function, Activity |
| Kwon, 2012 a,b | 13/13 | 57.5 | 34.9 | Chronic | Mixed | Korea | CG | Thirty minutes training, 5 times a week for 4 weeks | Passive | Body Function, Activity |
| Lee, 2013 | 7/7 | 74.1 | 33.8 | Chronic | Mixed | Korea | CG | Thirty minutes training, 3 times a week for 6 weeks | Passive | Body Function, Activity |
| Levin, 2012 | 6/6 | 59.0 | 165.3 | Chronic | Mixed | Israel | VE | Forty-five minutes training, 3 times a week for 3 weeks | Active | Body Function, Participation |
| Piron, 2009 a,b,c | 18/18 | 65.2 | 57.9 | Chronic | Ischemic, MCA | Italy | VE | One hour training 5 times a week, for 4 weeks | Active | Body Function |
| Piron, 2010 a,b,c | 27/23 | 60.5 | 66.2 | Chronic | Ischemic, MCA | Italy | VE | One hour training 5 times a week, for 4 weeks | Active | Body Function, Activity |
| Saposnik, 2016 | 59/62 | 62.0 | 3.7 | Subacute | Ischemic | Canada, Argentina, Peru, Thailand | CG | One hour training 5 times a week, for 2 weeks | Passive | Body Function, Activity |
| Shin, 2014 | 9/7 | 49.3 | 10.3 | Subacute | NR | Korea | VE | Twenty minutes training, 5 times a week for 2 weeks | Active | Body Function, Activity |
| Shin, 2015 c | 16/16 | 54.0 | 26.2 | Chronic | NR | Korea | VE | Thirty minutes training, 5 times a week for 4 weeks | Active | Body Function, Activity |
| Sin, 2013b | 18/17 | 73.7 | 34.1 | Chronic | Mixed | Korea | CG | Thirty minutes training, 3 times a week for 6 weeks | Passive | Body Function, Activity |
| Standen, 2017 | 9/9 | 61.0 | NR | NR | NR | UK | VE | Twenty minutes training, 3 times a day for 8 weeks | Passive | Body Function, Activity, Participation |
| Yavuzer, 2008 a,b,c | 10/10 | 61.1 | 17.2 | Chronic | NR | Turkey | CG | Thirty minutes training, 5 times a week for 4 weeks | Passive | Activity |
| Yin, 2014 | 11/10 | 58.4 | 2.3 | Subacute | NR | Singapore | VE | Thirty minutes training, 5 times a week for 2 weeks | Passive | Body Function, Activity, Participation |
Note: CG Commercial Gaming, NR Not Reported, VE Virtual Environment
Articles included in previous reviews: aArticle included in the Lohse review [11] bArticle included in the Laver review [46]; cArticle included in the Palma review [58]
Description of the virtual rehabilitation interventions, conventional control group therapies, and additional control treatments, when applicable
| First Author, Year | Virtual Rehabilitation Intervention | Control Group Intervention |
|---|---|---|
| Assis, 2014 | VE: NeuroR augmented reality system, with | TAU: Standard Therapy (NR) |
| Broeren, 2008 | VE: Semi-immersive table-top workbench with haptic device and 3D computer games + TAU | TAU: Usual activities at the centre, which included different social activities, creative crafts and physical activities. |
| Chen, 2015 | Study 1 – VE: Wii Nintendo games bowling and boxing games + TAUStudy 2 – VE: XaviX games bowling and ladder climbing games + TAU | TAU: At least one hour of physio- and occupational therapy per week. |
| Choi, 2014 | CG: Wii Nintendo games: swordplay, table tennis, and canoe + TAU | TAU: Standard Therapy (NR) |
| Crosbie, 2012 | VE: 3D environment system, that included a desktop computer, a head-mounted display unit, a motion tracking system and sensors with tasks focused on reaching and grasping. + TAU | TAU: Standard physiotherapy |
| da Silva Cameirão, 2011 | Study 1 - VE: Rehabilitation Gaming System that captures upper limb movements through color detection; two data gloves to capture finger flexure creating a virtual environment where an avatar mimics the movements of the user. Tasks aimed to target speed, range of motion, grasp and release + TAU for 5 weeks. | TAU: Two weekly physiotherapy sessions |
| da Silva Ribeiro, 2015 | CG: Wii Nintendo games: tennis, hula-hoop, soccer and boxing. + TAU | TAU: NR |
| Duff, 2010 | VE: Adaptive mixed reality rehabilitation system + TAU | TAU: Standard Therapy (NR) |
| Gamito, 2015 | VE: Cognitive stimulation with Serious Games mobile technology, that included several daily live activities e.g. buying items, findings way to the minimarket, finding a virtual character. + TAU | TAU: Standard Therapy (NR) |
| Givon 2015 | CG: Microsoft Xbox Kinect, Sony PlayStation 2 Eyetoy, Sony PlayStation 3 MOVE, Nintendo Wii Fit and the SeeMe VR systems. + TAU | TAU: Standard Therapy (NR) |
| Gyuchang, 2013 | CG: Xbox Kinect + TAU | TAU: Standard occupational therapy |
| Housman, 2009 | Therapy Wilmington Robotic Exoskeleton (T-WREX) a passive (non-robotic) arm that provides support for the arm against gravity and measures arm movement and traces hand grasp as users interact with computer games | TAU: Standard Therapy (NR) |
| In, 2012 | VE: Virtual Reality Reflection Therapy program + TAU | TAU: Standard Therapy (NR)Ancillary: The control group received the same treatment as intervention group, but the monitor was off. |
| Kihoon, 2012 | CG: Interactive Rehabilitation and Exercise System (IREX) + TAU | TAU: Standard Therapy (NR) |
| Kim, 2011 | CG: Interactive Rehabilitation and Exercise System (IREX) + TAU | TAU: Computer assisted cognitive rehabilitation |
| Kim, 2012 | CG: Nintendo Wii Tennis and boxing games | TAU: Previous therapy (not specified), no therapy at the time of intervention |
| Kiper, 2011 | VE: Reinforced feedback in virtual environment (RFVE) system + TAU | TAU: Standard Therapy (NR) |
| Kiper, 2014 | VE: Reinforced feedback in virtual environment (RFVE) system + TAU | TAU: Standard Therapy (NR) |
| Kong, 2016 | CG: Nintendo Wii Tennis, golf, baseball, table tennis, basketball, cycling, sword play, airplane flight control and boxing games (Wii Sports and Wii Sports resort packages) + TAU | TAU: Standard Therapy consisted of physical and occupational therapy one hour a day, Monday to Friday. |
| Kottink, 2014 | VE: The Furball Hunt table-top rehabilitation game + TAU | Standard therapy tailored to individual needs |
| Kwon, 2012 | CG: Interactive Rehabilitation and Exercise System (IREX) + TAU | TAU: Standard physical and occupational therapy |
| Lee, 2013 | CG: Xbox Kinect + TAU | TAU: Standard occupational therapy |
| Levin, 2012 | VE: Virtual games and a virtual supermarket (e.g., Birds & Balls, Soccer, Volleyball, VMall) + TAU | TAU: NR |
| Piron, 2009 | VE: Therapist telerehabilitation equipment ( | TAU: NR |
| Piron, 2010 | VE: Reinforced feedback in a virtual environment (RFVE) system + TAU | TAU: Conventional physical therapy |
| Saposnik, 2016 | CG: Nintendo Wii, Wii sports and Game Party 3 packages + TAU | TAU: Standard Therapy (NR) |
| Shin, 2014 | VE: The RehabMaster game-based system + TAU | TAU: Standard Therapy (NR) |
| Shin, 2015 | VE: The RehabMaster game-based system + TAU | TAU: Standard Therapy (NR) |
| Sin, 2013 | CG: Xbox Kinect Microsoft + TAU | TAU: Standard Therapy (NR) |
| Standen, 2017 | VE: Home-based VR system with three games (Spacerace, Spongeball, Balloonpop) | TAU: Previous therapy, no therapy at the time of intervention |
| Yavuzer, 2008 | CG: Playstation EyeToy games (Kung-foo, goal attack, MrChef, Dig and HomeRun) + TAU | TAU: Physiotherapy, occupational therapy, speech therapy (if needed) |
| Yin, 2014 | VE: VE of a local supermarket setting + TAU | TAU: Standard Therapy (NR) |
Note: CG Commercial Gaming, NA Not Applicable, NR Not Reported, TAU Treatment as Usual, VE Virtual Environment
Outcome measures included in the data analysis
| Body Structure and Function | Activity | Participation | Cognitive | |||||||
|---|---|---|---|---|---|---|---|---|---|---|
| First Author, Year | FMA-UE | MAS | Other outcomes | BBT | ARAT | FIM | BI | Other outcomes | ||
| Assis, 2014 | ✓ | |||||||||
| Broeren, 2008 | ✓ | |||||||||
| Chen, 2015 | ✓ | ✓ | ✓ | |||||||
| Choi, 2014 | ✓ | MFT; Grip Strength | ✓ | ✓ | A-CPT Correct Detection, Reaction Time, Commission Error; V-CPT Correct Detection, Reaction Time | |||||
| Crosbie, 2012 | ✓ | MI | ||||||||
| da Silva Cameirão, 2011 | ✓ | FMA arm; FMA hand/wrist | ✓ | CAHAI; MI | ||||||
| da Silva Ribeiro, 2015 | ✓ | FMA Overall, Physical Functioning (overall motor functioning | SF-36 Social Aspects, Vitality | |||||||
| Duff, 2010 | ✓ | FMA range of motion, pain, sensation | SIS; WMFT total; WMFT time. | MAL Amount of Use, Quality of Movement | ||||||
| Gamito, 2015 | TP; WMS III | |||||||||
| Givon 2015 | Grip Strength Weaker Hand; Gait Speed (Motor Overall) | ✓ | ||||||||
| Housman, 2009 | ✓ | Grip strength | Racho level (UL); Racho Speed (UL) | MAL Amount of Use, Quality of Movement | ||||||
| In, 2012 | ✓ | ✓ | MFT | ✓ | JHFT | |||||
| Kihoon, 2012 | WMFT total, hand, arm | MVPT Reaction time in seconds; MVPT score; Visual discrimination; Visual memory; visual closure | ||||||||
| Kim, 2011 | ✓ | MI | VCPT; ACPT; | |||||||
| Kim, 2012 | ✓ | PASS Motor overall | ✓ | |||||||
| Kiper, 2011 | ✓ | ✓ | ✓ | |||||||
| Kiper, 2014 | ✓ | Mean Duration of Movement – time; peak; speed | ✓ | |||||||
| Kong, 2016 | ✓ | ✓ | ✓ | |||||||
| Kottink, 2014 | ✓ | ✓ | ||||||||
| Kwon, 2012 | ✓ | MFT; FMA arm, hand, wrist | ✓ | K-MBI Self Care | ||||||
| Lee, 2013 | ✓ | MMT Muscle Strength; | ✓ | |||||||
| Levin, 2012 | ✓ | RPSS | ✓ | WMFT | MAL Amount of Use, Quality of Movement | |||||
| Piron, 2009 | ✓ | ✓ | ||||||||
| Piron, 2010 | ✓ | ✓ | ||||||||
| Saposnik, 2016 | ✓ | ✓ | ✓ | WMFT | ||||||
| Shin, 2014 | ✓ | ✓ | ||||||||
| Shin, 2015 | ✓ | SF-36 Role limitation due to physical problems; SF-36 Vitality | ||||||||
| Sin, 2013 | ✓ | ✓ | ||||||||
| Standen, 2017 | NHPT | NEADL; WMFT | MAL Amount of Use, Quality of Movement; MAL-activities | |||||||
| Yavuzer, 2008 | Brunnstorm stages hand, Upper Extremity; FIM Self Care | |||||||||
| Yin, 2014 | ✓ | ✓ | ✓ | MAL Amount of Use, Quality of Movement | ||||||
Note: ACPT Auditory continuous performance test, AF Augmented Feedback, ARAT Action Research Arm Test, AS Ashworth scale, BDST Backward digit span test, BVST Backward visual span test, BI Barthel Index, BBT Box and Blocks test, CCW Color of word in word-color test, CAHAI Chedoke Arm and Hand Activity Inventory, CSI Composite Spasticity Index, FMA Fugl-Meyer Assessment, FMA-UE Fugl-Meyer Assessment-Upper Extremity FDST: Forward digit span test, FVST Forward visual span test, JHFT Jebsen Hand Function Test, K-MBI Korean version of the Modified Barthel Index, MAS: Modified Ashworth Scale, MAL Motor Activity Log, MFT Manual Function Test, MI Motricity Index, TPT Toulouse–Pieron Test, VCPT Visual continuous performance test, ViLT Visual learning test, VeLT Verbal learning test, TMT-A Trail Making Test-A, TOL Tower of London test, QOM Quality of Movement, RPSS Reaching Performance Scale for Stroke, WMFT Wolf Motor Function Test, WMS-III Wechsler Memory Scale Third Edition, WCW Word in word-color test
PEDro Scale risk of bias ratings for the included studies
| First Author, Year | C1 | C2 | C3 | C4 | C5 | C6 | C7 | C8 | C9 | C10 | C11 | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Assis, 2014 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 6 |
| Broeren, 2008 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | 5 |
| Chen, 2015 | 1 | 0 | 0 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 7 |
| Choi, 2014 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 9 |
| Crosbie, 2012 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 9 |
| da Silva Cameirão, 2011 | 1 | 1 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | 1 | 5 |
| da Silva Ribeiro, 2015 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 | 8 |
| Duff, 2010 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 0 | 0 | 1 | 1 | 6 |
| Gamito, 2015 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 6 |
| Givon, 2015 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 8 |
| Housman, 2009 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 | 8 |
| In, 2012 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 5 |
| Kihoon, 2012 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 1 | 1 | 6 |
| Kim, 2011 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 7 |
| Kim, 2012 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 5 |
| Kiper, 2011 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 7 |
| Kiper, 2014 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 7 |
| Kong, 2016 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 9 |
| Kottink, 2014 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 | 7 |
| Kwon, 2012 | 1 | 1 | 0 | 1 | 1 | 0 | 1 | 1 | 1 | 1 | 1 | 9 |
| Lee, 2013 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 6 |
| Levin, 2012 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 | 7 |
| Piron, 2009 | 1 | 1 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 8 |
| Piron, 2010 | 1 | 1 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 8 |
| Saposnik, 2016 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 8 |
| Shin, 2014 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 | 7 |
| Shin, 2015 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 | 7 |
| Sin, 2013 | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 1 | 0 | 1 | 1 | 7 |
| Standen, 2017 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 1 | 0 | 1 | 1 | 7 |
| Yavuzer, 2008 | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 9 |
| Yin 2014 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 6 |
Note: “1” indicates a study met the criteria, “0” indicates there was not enough information to make an assessment or the criterion was not met. C1 = Eligibility criteria were specified. C2 = Subjects were randomly allocated to groups (in a crossover study, subjects were randomly allocated an order in which treatments were received). C3 = Allocation was concealed. C4 = The groups were similar at baseline regarding the most important prognostic indicators. C5 = There was blinding of all subjects. C6 = There was blinding of all therapists who administered the study. C7 = There was blinding of all assessors who measured at least one key outcome. C8 = Measures of at least one key outcome were obtained from more than 85% of the subjects initially allocated to groups. C9 = All subjects for whom outcome measures were available received the treatment or control condition as allocated or, where this was not the case, data for at least one key outcome was analyzed by “intention to treat.” C10 = The results of between-group statistical comparisons are reported for at least one key outcome. C11 = The study provides both point measures and measures of variability for at least one key outcome
Fig. 3Forest plot showing the main effect-sizes of Virtual Rehabilitation after stroke on the motor, functional, and cognitive outcomes combined; the three levels of the International Classification of Functioning (Body Function outcomes included Fugl-Meyer Assessment-Upper Extremity and Modified Ashworth Scale; Activity outcomes included Box and Blocks Test; Participation outcomes included Motor Activity Log and Quality of Movement); and cognitive outcomes using the random-effects model. Notes: CG: Computerized Gaming; CI: Confidence Intervals; CT: Conventional Treatment; ICF: International Classifacation of Functioning; VE: Virtual Environment; VR: Virtual Rehabilitation
Fig. 4Forest plot showing the main moderator analyses of Virtual Rehabilitation outcomes after stroke using the random-effects model. Note: AR: Additional Rehabilitation; CI: Confidence Intervals; CT: Conventional Treatment; TAU; Treatment As Usual; VR: Virtual Rehabilitation
Fig. 5Forest plot showing the main effect-sizes of Virtual Environment therapy after stroke on the three levels of the International Classification of Functioning using the random-effects model. Body Function outcomes included Fugl-Meyer Assessment-Upper Extremity and Modified Ashworth Scale; Activity outcomes included Box and Blocks Test; Participation outcomes included Motor Activity Log and Quality of Movement. Note: CI; Confidence Intervals; CT: Conventional Treatment; ICF: International Classifacation of Functioning; VE: Virtual Environment
Fig. 6Forest plot showing the follow-up effects of Virtual Rehabilitation after stroke on the motor, functional, and cognitive outcomes combined using the random-effects model Note: CI; Confidence Intervals; ICF: International Classifacation of Functioning
Sample search strategy for the Ovid MEDLINE database
| Set # | Search String |
|---|---|
| 1 | Cerebral Ischemia/ or exp. Cerebrovascular Accidents/ or exp Ischemia/ or exp Cardiovascular Disorders/ or Stroke.mp. |
| 2 | Cerebrovascular disease/ or exp basal ganglion hemorrhage/ or exp brain hematoma/ or exp brain hemorrhage/ or exp brain infarction/ or exp brain ischemia/ or exp carotid artery disease/ or cerebral artery disease/ or exp cerebrovascular malformation/ or exp intracranial aneurysm/ or exp occlusive cerebrovascular disease/ or stroke/ or stroke unit/ or stroke patient/ |
| 3 | (Hemorrhag* or Subarachnoid Hemorrhage or intracranial hemorrhage).mp. |
| 4 | (Poststroke or post-stroke or cerebrovasc* or cerebral vascular or brain vasc* or cerebral vasc* or cva* or apoplexy* or SAH).mp. |
| 5 | (Brain* or cerebr* or cerebell* or intracran* or intracerebral N5 isch?emi* or infarct* or thrombo* or emboli* or occlus*).mp. |
| 6 | 1 or 2 or 3 or 4 or 5 or 6 |
| 7 | (Virtual real* or virtual-real* or VR).mp. |
| 8 | (Augment* reality or virtual reality or augment* gam* or virtual gam*).mp. |
| 9 | (Video gam* or computer gam* or gaming consol* or interactive gam* or Nintendo Wii or kinect or nintendo or playstation or xbox or gam* program).mp. |
| 10 | (Virtual adj3 (environment* or object* or world* or treatment* or system* or program* or rehabilitation* or therap*)).mp. |
| 11 | 8 or 9 or 10 or 11 |
| 12 | 6 and 11 |