| Literature DB >> 30700224 |
Martina Maier1, Belén Rubio Ballester1, Armin Duff1, Esther Duarte Oller2, Paul F M J Verschure1,3.
Abstract
BACKGROUND: Despite the rise of virtual reality (VR)-based interventions in stroke rehabilitation over the past decade, no consensus has been reached on its efficacy. This ostensibly puzzling outcome might not be that surprising given that VR is intrinsically neutral to its use-that is, an intervention is effective because of its ability to mobilize recovery mechanisms, not its technology. As VR systems specifically built for rehabilitation might capitalize better on the advantages of technology to implement neuroscientifically grounded protocols, they might be more effective than those designed for recreational gaming.Entities:
Keywords: occupational therapy; paresis; rehabilitation; review; stroke; virtual reality
Mesh:
Year: 2019 PMID: 30700224 PMCID: PMC6376608 DOI: 10.1177/1545968318820169
Source DB: PubMed Journal: Neurorehabil Neural Repair ISSN: 1545-9683 Impact factor: 3.919
Figure 1.Study flow diagram (PRISMA). The selection process of identified randomized controlled trials.
Abbreviations: NSVR, nonspecific VR; SVR, specific VR; VR, virtual reality.
Qualitative Content Analysis: Description, Definition, and Effect of Identified Principles and Their Key Descriptors.
| Name | Definition | Effect | Key Descriptors |
|---|---|---|---|
| Massed practice | The number of repetitions performed | Small effects on improvement and retention[ | - Number of repetitions was counted |
| Dosage | Training of more than 5 hours a week | Can speed up functional recovery[ | - Training is more than 60 minutes of therapy per session and week day |
| Structured practice | Training schedule with frequent and longer breaks | Better retention than massed protocols[ | - Rests were given during during the session |
| Task-specific practice | Movements performed are relevant for ADL and goal oriented | Learning is maximal if the task trained is specific[ | - Tasks incorporated movements that are functionally meaningful (reaching, lifting, grasping pronation, supination, pinching, etc) and were goal oriented |
| Variable practice | Several tasks that require different movements | Better retention and enhances generalization[ | - Training included various tasks that require a variety of movements |
| Multisensory stimulation | Providing feedback through multiple senses | Restoration of sensorimotor contingencies[ | - Besides visual, other types of feedback were provided (auditory, tactile, etc) |
| Increasing difficulty | Progressively increase the difficulty of the task or the involved movements | Augment task-specific use of the impaired limb[ | - Difficulty or complexity of tasks or movement is changing depending on ability, performance, or time |
| Explicit feedback | Knowledge about results (task success or failure, or movement outcome) | Retain an adapted movement better[ | - Providing cues on task completion with regard to success or failure, or movement outcome (trajectory errors, average completion time, or exactness) |
| Implicit feedback | Knowledge about performance that is obtained from tracking, analyzing, and visualizing kinematic movement data | Reduce the sensorimotor prediction error and promote learning[ | - Real-time visualization of arm/hand movement and other kinematic properties (speed, rotations, synergies compensations) |
| Avatar representation | Active execution and observation of movement through an avatar | Degree of agency aids learning from sensorimotor prediction error[ | - Virtual movement is represented as a human- or body part–like avatar (whole body, arm, or hand) |
| Promote use of affected limb | Tasks that are forcing or reinforcing the use of the affected arm | Counteracting learned nonuse[ | - Tasks were designed or required to be performed with the paretic limb |
Abbreviation: ADL, activities of daily living.
Characteristics of Included Studies.[a]
| Author | Intervention | n | Age | DSS | Phase | Type of VR | PEDro |
|---|---|---|---|---|---|---|---|
| SVR studies | |||||||
| Aşkın et al, 2018[ | VR + CT vs CT;4 × 5 × 60 (60) = 40 hours | 18/38 | 55, 10.4 | 603.33 (151.33) | Chronic | VR environment on TV and motion tracking through Microsoft Kinect | 6 |
| Brunner et al, 2017[ | VR + CT vs CT + CT; 4 × 4.1 × 51.1 (107.2) = 43.7 hours[ | 57/112 | 62 (32-88) | 34.5 (20) | Subacute | VR environment on computer and motion tracking through data gloves | 9 |
| da Silva Cameirão et al, 2011[ | VR + OT vs intensive OT; 12 × 3 × 20 = 12 hours[ | 10/19 | 61.4 (11.6) | 13.2 (5.2) | Acute | VR environment on computer and motion tracking through computer vision and data gloves | 7 |
| Crosbie et al, 2012[ | VR vs CT; 3 × 3 × 30-45 = 4.5-6.8 hours[ | 9/18 | 60.3 (10.9) | 329 (216) | Chronic | VR environment in head-mounted display and motion tracking through sensors | 9 |
| Duff et al, 2012[ | VR vs PT; 4 × 3 × 60 = 12 hours[ | 11/21 | 68.8 (8.2) | 392 (316) | Chronic | Mixed VR environment and motion tracking through computer vision | 6 |
| Jang et al, 2005[ | VR vs passive control;4 × 5 × 60 = 20 hours | 5/10 | 57.1 (4.5) | 414 (88) | Chronic | VR environment on screen and motion tracking through a video camera | 5 |
| Jo et al, 2012[ | VR + CT vs CT;4 × 5 × 60 (18) = 26 hours | 15/29 | 63.85 (7.95) | NA | NA | VR environment on screen and motion tracking through a video camera | 6 |
| Kiper et al, 2011[ | VR + CT vs CT;4 × 5 × 60 (60) = 40 hours[ | 40/80 | 64.0 (16.4) | 173.4 (106.5) | Chronic | VR environment on screen and motion tracking through video camera | 6 |
| Kiper et al, 2014[ | VR + CT vs CT;4 × 5 × 60 (60) = 40 hours[ | 23/44 | 64.3 (12.6) | 127.8 (94.3) | Chronic | VR environment on screen and motion tracking through video camera | 7 |
| Kiper et al, 2018[ | VR + CT vs CT;4 × 5 × 60 (60) = 40 hours[ | 68/136 | 63.9 (14.1) | 127.75 (91.25) | Chronic | VR environment on screen and motion tracking through video camera | 6 |
| Kottink et al, 2014[ | VR vs CT; 6 × 3 × 30 = 9 hours[ | 8/18 | 61.85 (10.65) | 1196.9 (743.69) | Chronic | VR environment on horizontal screen and motion tracking through webcam | 6 |
| Kwon et al, 2012[ | VR + CT vs CT;4 × 5 × 30 (70) = 33 hours | 13/26 | 57.5 (13.7) | 24.3 (18.1) | Subacute | VR environment on screen and motion tracking through video camera | 9 |
| Lee et al, 2016[ | VR + OT vs TV + OT; 6 × 3 × 30 (50) = 24 hours[ | 10/18 | 71.2 (7.2) | 504.9 (196.4) | Chronic | Mixed VR environment on computer and motion tracking through video camera | 8 |
| Levin et al, 2012[ | VR vs OT; 3 × 3 × 45 = 6.75[ | 6/12 | 58.95 (14.85) | 1168 (383.25) | Chronic | VR environment on screen and motion tracking through video camera | 6 |
| Piron et al, 2009[ | VR vs CT; 4 × 5 × 60 = 20 hours[ | 18/36 | 65.2 (7.8) | 405 (158) | Chronic | VR environment on computer and motion tracking through sensors | 7 |
| Piron et al, 2010[ | VR vs CT; 4 × 5 × 60 = 20 hours[ | 27/47 | 60.5 (9) | 464 (374) | Chronic | VR environment on screen and motion tracking through sensors | 8 |
| Shin et al, 2014[ | VR + OT vs OT;2 × 5 × 20 (20) = 6.6 hours | 9/16 | 49.3 (8.9) | 71.9 (36.9) | Subacute | VR environment on screen and motion tracking trough depth sensor | 8 |
| Standen et al, 2016[ | VR vs passive control;8 × 5 × 60 = 40 hours (maximum), actual ~7 hours | 9/18 | 61 (13.1) | 119 (83–279) | Subacute | VR environment on screen and motion tracking trough light-emitting diodes | 5 |
| Turolla et al, 2013[ | VR + CT vs CT;4 × 5 × 60 (60) = 40 hours[ | 68/100 | 62.8 (13.4) | <91 | Subacute | VR environment on screen and motion tracking through sensors | 5 |
| Turolla et al, 2013[ | VR + CT vs CT;4 × 5 × 60 (60) = 40 hours | 113/170 | 62.8 (13.4) | 91-365 | Subacute | VR environment on screen and motion tracking through sensors | 5 |
| Turolla et al, 2013[ | VR + CT vs CT;4 × 5 × 60 (60) = 40 hours | 82/106 | 62.8 (13.4) | >365 | Chronic | VR environment on screen and motion tracking through sensors | 5 |
| Yin et al, 2014[ | VR + PT/OT vs PT/OT; 2 × 4.5 × 30 (90) = 18 hours | 11/23 | 58.3 (13.5) | 16.3 (7.4) | Acute | VR environment on screen and motion tracking through hand-held sensors | 6 |
| Zondervan et al, 2016[ | VR vs standard at home training; 3 × 3 × 60 = 9 hours[ | 9/17 | 59.5 (40-74) | 1551.3 (1058.5) | Chronic | VR environment on laptop and motion tracking through sensors | 8 |
| Zucconi et al, 2011[ | VR vs PT; 4 × 5 × 60 = 20 hours[ | 11/22 | 62.25 (56-73) | 236.5 (88-544) | Chronic | VR environment on screen and motion tracking through sensors | 8 |
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| NSVR studies | |||||||
| da Silva Ribeiro et al, 2015[ | VR vs PT; 2 × 2 × 60 = 4 hours[ | 15/30 | 53.3 (7.4) | 1559 (1080) | Chronic | Nintendo Wii | 5 |
| Kong et al, 2016[ | VR + PT/OT vs CT + PT/OT; 3 × 4 × 60 (75) = 27 hours[ | 33/67 | 57.5 (9.8) | 13.7 (8.9) | Acute | Nintendo Wii | 9 |
| Rand et al, 2017[ | VR vs standard at home therapy; 5 × 6 × 37.6 = 18.8 hours[ | 13/24 | 62 (8.7) | 495.8 (263.1) | Chronic | Microsoft Xbox Kinect or Sony PlayStation EyeToy | 7 |
| Saposnik et al, 2010[ | VR + CT vs recreational therapy + CT; 2 × 4 × 60 (60) = 16 hours[ | 9/18 | 61.3 | 24.7 | Subacute | Nintendo Wii | 5 |
| Saposnik et al, 2016[ | VR + CT vs recreational therapy + CT; 2 × 5 × 60 (37.3) = 16 hours[ | 59/121 | 62 (12.5) | 25.8 (9.5-46.75) | Subacute | Nintendo Wii | 6 |
| Sin and Lee, 2013[ | VR + OT vs OT;6 × 3 × 30 (30) = 18 hours | 18/35 | 73.7 (7.5) | 239 (64) | Chronic | Microsoft Xbox Kinect | 6 |
| Türkbey et al, 2017[ | VR + CT vs CT;4 × 5 × 60 (60) = 40 hours | 10/19 | 62 (38-79) | 47 (13-125) | Subacute | Microsoft Xbox Kinect | 9 |
| Yavuzer et al, 2008[ | VR + CT vs CT + watching VR; 4 × 5 × 30 (60) = 30 hours | 10/20 | 61.1 (8) | 118.7 (70) | Subacute | Sony PlayStation EyeToy | 8 |
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Abbreviations: CT, conventional therapy; DSS, days since stroke; NSVR, nonspecific VR; OT, occupational therapy; PT, physical therapy; SVR, specific VR; VR, virtual reality.
Intervention: intervention (VR) versus control group (CT, OT, PT), Weeks × Sessions per week × Minutes (if additional CT was given) = Total amount of intervention in hours; n = Number of patients in intervention/Total number of patients. Age: mean years (SD or range). DSS: mean days (SD or range). Phase: acute, 1 day to 3 weeks; subacute, 3 weeks to 3 months; chronic, more than 3 months after stroke.
Dose matched between groups.
Aim, Outcome Measurements, Main Finding, and Assigned Principles of Included Studies.[a]
| Author | Aim | ICF-WHO category | Other Scales | Follow-up | Main Finding | Principles | ||
|---|---|---|---|---|---|---|---|---|
| BF | AC | PP | ||||||
| SVR studies | ||||||||
| Aşkın et al, 2018[ | Effect of VR on upper-limb recovery | FM-UE | BBT | MAS, BS, MI | No | FM-UE significantly higher for VR than control after treatment | - Dosage | |
| Brunner et al, 2017[ | Compare effectiveness of VR to CT | FIM | BBT, ARAT, Abilhand, PGIC | 3 Months | No significant difference after treatment, both groups improved | - Dosage | ||
| da Silva Cameirão et al, 2011[ | Clinical impact of VR on recovery time course | FM-UE | BI | MRC, MI CAHAI | 24 Weeks | FM-UE significantly higher for VR than control after treatment | - Task-specific practice | |
| Crosbie et al, 2012[ | Effectiveness of VR to CT on motor rehabilitation | MI | ARAT | 6 Weeks | VR maintained improvement in MI at follow-up | - Variable practice | ||
| Duff et al, 2012[ | Compare VR and PT | FM-UE | WMFT | SIS | MAL QOM/AOU | No | FM-UE significantly higher for control than VR after treatment | - Variable practice |
| Jang et al, 2005[ | Effect of VR on cortical reorganization and motor recovery | FM-UE | BBT | MAL QOM/AOU, MFT | No | FM-UE significantly higher for VR than control after treatment | - Task-specific practice | |
| Jo et al, 2012[ | Changes in upper-extremity function and visual perception using VR | WMFT | MVPT | No | No significant difference after treatment, both groups improved significantly in WMFT | - Dosage | ||
| Kiper et al, 2011[ | Impact of VR versus CT on treatment of upper extremity | FM-UE | FIM | MAS | No | FM-UE significantly higher for VR than control after treatment | - Dosage | |
| Kiper et al, 2014[ | Is VR more effective than CT on treatment of upper-limb motor function | FM-UE | FIM | No | FM-UE significantly higher for VR than control after treatment | - Dosage | ||
| Kiper et al, 2018[ | Effectiveness of reinforced feedback in VR vs CT | FM-UE | FIM | NIHSS, ESAS | No | FM-UE significantly higher for VR than control after treatment | - Dosage | |
| Kottink et al, 2014[ | Compare effect of VR to CT on arm function | FM-UE | ARAT | 1 Month | No significant difference after treatment, both groups improved significantly in FM-UE | - Task-specific practice | ||
| Kwon et al, 2012[ | Impact of VR with CT on upper-extremity function and ADL in acute stage | FM-UE | BI | MFT | No | No significant difference after treatment, both groups improved significantly in FM-UE | - Dosage | |
| Lee et al, 2016[ | Effect of VR on upper-limb function and muscle strength | BBT | JTHFT, GPT | No | BBT significantly higher for VR than control after treatment | - Structured practice | ||
| Levin et al, 2012[ | Potential of VR to improve upper-limb motor ability | FM-UE | BBT | CSI, RPSS, WMFT, MAL QOM/AOU | 1 Month | More patients improved in FM-UE in VR than control | - Task-specific practice | |
| Piron et al, 2009[ | Impact of VR on treating motor deficits | FM-UE | Abilhand, MAS | 2 And 3 months | FM-UE significantly higher for VR than control after treatment | - Variable practice | ||
| Piron et al, 2010[ | Impact of VR versus CT | FM-UE | FIM | No | FM-UE was systematically lower in control than VR | - Variable practice | ||
| Shin et al, 2014[ | Assessment of usability and clinical efficacy of VR | FM-UE | BI | MRC | No | FM-UE higher after treatment but not significant for VR | - Task-specific practice | |
| Standen et al, 2016[ | Feasibility of home-based VR for arm rehabilitation | WMFT | 9 Peg hole, MAL QOM/AOU | No | WMFT grip strength at midpoint significantly higher improvement for VR | - Massed practice | ||
| Turolla et al, 2013[ | Effectiveness of VR on restoration of upper-limb function and ADL | FM-UE | FIM | No | FM-UE significantly higher for VR than control after treatment | - Dosage | ||
| Yin et al, 2014[ | Effect of VR on rehabilitation of upper-limb motor performance | FM-UE | FIM | ARAT, MAL QOM/AOU | 1 Month | No significant difference between groups in FM-UE | - Dosage | |
| Zondervan et al, 2016[ | Feasibility and efficacy of VR at patient’s home | ARAT | BBT, MAL QOM/AOU 9 Peg Hole | 1 Month | MAL QOM change from baseline significant for VR | - Massed practice | ||
| Zucconi et al, 2011[ | Effect of VR on motor impairment | FM-UE | FIM | MAS, RPS | No | Only VR improved significantly after treatment in FM-UE | - Variable practice | |
| NSVR studies | ||||||||
| da Silva Ribeiro et al, 2015[ | Effect of VR vs CT on sensorimotor function and quality of life | FM-UE | SF-36 | No | No significant difference after treatment, both groups improved significantly in FM-UE | - Structured practice | ||
| Kong et al, 2016[ | Efficacy of VR with CT on upper-limb recovery | FM-UE | FIM | ARAT, SIS-UL, VAS | 7 And 15 weeks | No significant difference after treatment, both groups improved significantly in FM-UE | - Dosage | |
| Rand et al, 2017[ | Effectiveness of self-training programs on upper-limb function | ARAT | MAL QOM/AOU, BBT | 4 Weeks | No significant difference or improvement in MAL QOM after treatment | - Variable practice | ||
| Saposnik et al, 2010[ | Efficacy of VR for stroke rehabilitation | SIS grip strength | WMFT | SIS | BBT | 4 Weeks | VR had significant improvement in WMFT, but only at follow-up | - Dosage |
| Saposnik et al, 2016[ | Compare safety and efficacy of VR with recreational therapy on motor recovery | SIS grip strength | BI | SIS | WMFT, BBT, FIM, MRS | 4 Weeks | No significant difference after treatment, both groups significantly improved in WMFT | - Dosage |
| Sin and Lee, 2013[ | Effects of additional VR on upper-extremity function | FM-UE | BBT | No | FM-UE significantly higher for VR than control after treatment | - Task-specific practice | ||
| Türkbey et al, 2017[ | Feasibility and safety of VR on upper-limb recovery | BS | BBT | WMFT, FIM | No | No significant difference after treatment, both groups significantly improved in WMFT | - Dosage | |
| Yavuzer et al, 2008[ | Effect of VR on upper-limb motor recovery | BS | FIM | 3 Months | BS UE significantly higher in VR than control after treatment | - Dosage | ||
Abbreviations: AC, Activity; ADL, activities of daily living; AOU, amount of use; ARAT, Action Research Arm Test; BBT, Box and Block Test; BF, body function; BI, Barthel Index; BS, Brunnstrom Motor Recovery Stage; CAHAI, Chedoke Arm and Hand Inventory; CSI, Composite Spaticity Index; CT, conventional therapy; ESAS, Edmonton Symptom Assessment Scale; FIM, Functional Independence Measure; FM-UE, Fugl-Meyer Assessment Upper Extremity; GPT, Grooved Pegboard Test; ICF-WHO, World Health Organization’s International Classification of Function, Disability, and Health; JTHFT, Jepsen-Taylor Hand Function Test; MAL, Motor Activity Log; MAS, Modified Ashworth Scale; MFT, Manual Function Test; MI, Motricity Index; MRC, Medical Research Council Grade; MVPT, Motor-Free Visual Perception Test; NIHSS, National Institutes of Health Stroke Scale; NSVR, nonspecific VR; PGIC, Patient Global Impression; PP, Participation; PT, physical therapy; QOM, quality of movement; RPSS, Performance Reaching Scale for Stroke; SF-36, Short-Form Health Survey; SIS, Stroke Impact Scale; SIS-UL, SIS upper limb items; SVR, specific VR; VAS, Visual Analogue Scale; VR, virtual reality; WMFT, Wolf Motor Function Test.
It explains that BF, AC and PP are the ICF-WHO categories.
Figure 2.Forest plot of functional outcomes: SVR versus NSVR studies on upper-limb function as measured by the selected outcome.
Abbreviations: SVR, specific VR; NSVR, nonspecific VR; VR, virtual reality.
Figure 3.Forest plot of activity outcomes. SVR versus NSVR studies on upper-limb activity as measured by the selected outcome.
Abbreviations: NSVR, nonspecific VR; SVR, specific VR; VR, virtual reality.
Figure 4.Summary of findings for the main comparisons. The quality of evidence for this review was evaluated using GRADEpro, finding a moderate certainty of the effects observed in SVR studies.
Abbreviations: SVR, specific VR; NSVR, nonspecific VR; VR, virtual reality.
Figure 5.Distribution of included principles in SVR versus NSVR studies. Blue indicates SVR and red NSVR studies.
Abbreviations: AR, avatar representation; D, dosage; EF, explicit feedback; ID, increasing difficulty; IF, implicit feedback; MP, massed practice; MS, multisensory stimulation; NSVR, nonspecific VR; PUA, promote the use of the affected limb; SP, structured practice; SVR, specific VR; TSP, task-specific practice; VP, variable practice; VR, virtual reality.