| Literature DB >> 31316927 |
Sinae Ahn1, Sujin Hwang2.
Abstract
We aimed to conduct a systematic literature review with a meta-analysis to investigate whether virtual reality (VR) approaches have beneficial effects on the upper extremity function and independent activities of stroke survivors. Experimental studies published between 2007 and 2017 were searched from two databases (EBSCOhost and PubMed). This study reviewed abstracts and assessed full articles to obtain evidence on qualitative studies. For the meta-analysis, the studies that estimated the standardized mean between the two groups analyzed the statistical values necessary for calculating the effect size. The present study also evaluated the statistical heterogeneity. In total, 34 studies with 1,604 participants were included, and the number of participants in each study ranged from 10 to 376. Nine studies were assessed to evaluate the quantitative statistical analysis for 698 patients with hemiparetic stroke. The results of the meta-analysis were as follows: The overall effect size was moderate (0.41, P<0.001). The 95% confidence interval ranged from 0.25 to 0.57. However, no significant heterogeneity and publication bias were observed. The results of this study showed that VR approaches are effective in improving upper extremity function and independent activities in stroke survivors.Entities:
Keywords: Independence; Meta-analysis; Stroke; Upper extremity; Virtual reality
Year: 2019 PMID: 31316927 PMCID: PMC6614763 DOI: 10.12965/jer.1938174.087
Source DB: PubMed Journal: J Exerc Rehabil ISSN: 2288-176X
Fig. 1Flow diagram of the search strategy. U/E, upper extremity.
Characteristic of included studies for meta-analysis (n=9)
| Study | Jadadscore | Participants | Intervention | Outcome measure | Outcome | |
|---|---|---|---|---|---|---|
| Intervention/groups | Session/time | |||||
| 4 | n=47 (experimental n=27/control n=20) |
Motor learning. based approach in a VR Conventional upper ex tremity therapy |
4 weeks, 5 days per week, with 1-hr treatment sessions daily |
FMA FIM Kinematic outcomes | Both rehabilitation therapies improved arm motor performance and functional activity. | |
| 3 | n=16 (experimental n=8/control n=8) |
RGS Control |
3 weekly sessions of 20 min |
BI Motricity Index Muscle strength FMA CAHAI | Rehabilitation with the RGS facilitates the functional recovery of the upper extremities. | |
| 1 | n=376 (experimental n=113/control n=263) |
Combined VR and upper limb conventional therapy Upper limb conventional therapy alone. |
2 hr of daily therapy, 5 days per week, for 4 weeks. |
FMA FIM | VR rehabilitation in post-stroke patients seems more effective than conventional interventions in restoring upper limb motor impairments. | |
| 4 | n=20 (experimental n=10/control n=10) |
Commercial gaming-based VR therapy Conventional OT |
30 min a day for 4 weeks |
FMA MFT BBT MBI MMSE Continuous performance test | The gaming-based VR therapy was as effective as conventional OT on the recovery of upper extremity motor and daily living function. | |
| 3 | n=44 (experimental n=23/control n=21) |
RFVE Traditional rehabilitation |
5 days weekly for 4 weeks |
FMA FIM Kinematics Parameter | Some poststroke patients may benefit from RFVE program for the recovery of upper limb motor function. | |
| 4 | n=16 (RehabMaster, OT n=8/OT only n=8) |
RehabMaster intervention plus conventional occupational therapy Conventional occupational therapy only |
30 min of RehabMaster per day for 2 weeks 20 min of conventional occupational therapy plus RehabMaster |
FMA MBI | The RehabMaster is a feasible and safe VR system for enhancing upper extremity function in patients with stroke. | |
| 1 | n=23 (experimental n=11/control n=12) |
Upper extremity VR therapy in standing Conventional therapy |
30 min for 5 week days in 2 weeks |
FMA ARAT MAL FIM | Although additional VR training was not superior to conventional therapy alone. | |
| 3 | n=112 (experimental n=58/control n=54) | Low-frequency rTMS and VR training, Sham rTMS and VR training |
6 days per week for 4 weeks |
FMA WMFT MBI SF-36 | The combined use of LF rTMS with VR training could effectively improve the upper limb function, the living activity, and the quality of life. | |
| 4 | n=40 (experimental n=20/control n=20) |
Goal-oriented movement amplification in VR Same training protocol without movement amplification. |
30 min of daily for 6 weeks |
FMA CAHAI BI | This improvement was accompanied by a significant increase in arm-use during training in the experimental group. | |
ARAT, action research arm test; BI, Barthel index; CAHAI, Chedoke arm and hand activity inventory; FIM, functional independence measure; FMA, Fugl-Meyer assessment; MAL, motor activity log; MBI, modified Barthel index; MMSE, Mini-Mental State Examination; MMT, manual muscle testing; RGS, Rehabilitation Gaming System; RFVE, reinforced feedback in virtual environment; rTMS, repetitive transcranial magnetic stimulation; SF-36, 36-item short form health survey; VR, virtual reality; WMFT, Wolf motor function test.
Frequency of outcome measurement
| Outcome measurement | Frequency (%) |
|---|---|
| Upper limb function | |
| FMA | 23 (54.8) |
| WMFT | 5 (11.9) |
| MAL | 5 (11.9) |
|
| |
| Independence | |
| BI (MBI) | 5 (11.9) |
| FIM | 4 (9.5) |
|
| |
| Total | 42 (100) |
FMA, Fugl-Meyer assessment; WMFT, Wolf motor function test; MAL, motor activity log; BI, Barthel index; MBI, modified Barthel index; FIM, functional independence measure.
Characteristic of studies for systematic review except studies using a meta-analysis (n=25)
| No. | Study | Patients (n) | Intervention | Outcome measure(primary) | Outcome | |
|---|---|---|---|---|---|---|
| Intervention/groups | Session/time | |||||
| 1 | n=235 (experimental group 117/control group 118) |
Wii Arm exercises at home |
45 min daily for 6 weeks |
ARAT COPM Stroke impact scale Modified Rankin scale EQ-5D 3L | The trial showed that the WiiTM was not superior to arm exercises in home-based rehabilitation for stroke survivors with arm weakness. | |
| 2 | n=22 (experimental group 11/control group 11) |
Received extra rehabilitation by training on a computer Continued their previous rehabilitation without computer |
Computer 3 times a week during a 4-week period |
Semi-Structured Interview BBT ABILHAND Trail making test | The usefulness of computer games in training motor performance. | |
| 3 | n=24 (intervention group 12/control group 12) |
Mobile upper extremity rehabilitation program using a smartphone |
60 min per day, 5 days per week, for 2 weeks |
FMA Brunnstrom stage MMT MBI EQ-5D Beck Depression Inventory | ||
| 4 | n=18 (experimental group 9/control group 9) |
VR group Conventional arm therapy |
Nine sessions over 3 weeks |
Motoricity index ARAT | VR-mediated therapy would be feasible, with some suggested improvements in recruitment and outcome measures. | |
| 5 | n=28 (T-WREX group 14/control group 14) |
Therapy Wilmington Robotic Exoskeleton Control (tabletop exercise) |
Twenty-four 1-hr treatment sessions and at 6-month follow-up |
FMA ROM MAL | Conventional and T-WREX treatment can lead to modest gains in patients with moderate to severe weakness with less than 4 min of direct therapist contact per hour of therapy. | |
| 6 | n=40 (experimental group 20/control group 20) |
Hand and arm separate training Hand and arm together training |
Two hr of training on day 1, and progressed to 3 hr by day 4, which continued to day 8 |
WMFT Jebsen hand function test | Short term changes in upper extremity motor function were comparable when training the upper extremity with integrated activities or a balanced program of isolated activities. | |
| 7 | n=18 (experimental group 10/control group 8) |
VR-based bilateral upper extremity training Bilateral upper limb training |
30 min day, 3 days a week, for a period of 6 weeks |
Jebsen hand function test Grooved pegboard test Hand strength test | VR-based training is a feasible and beneficial means of improving upper extremity function and muscle strength in individuals following stroke. | |
| 8 | n=24 (experimental group 12/control group 12) |
Symmetric training program Asymmetric training programs virtual reality reflection equipment |
30 min/day, 5 day/wk, for 4 weeks |
FMA BBT ROM Grip strength | The asymmetric training program using virtual reality reflection equipment is an effective intervention method for improving upper limb function in stroke patients. | |
| 9 | n=10 (experimental group 5/control group 5) |
Canoe game-based virtual reality training program Conventional rehabilitation program |
30 min, 3 days a week for 4 weeks |
FMA TUG BBS System usability scale questionnaire FRT Trunk impairment scale | Canoe game-based virtual reality training is an acceptable and effective intervention for improving trunk postural stability, balance, and upper limb motor function in stroke patients. | |
| 10 | n=12 (experimental group 6/control group 6) |
2D video-capture VR training Conventional therapy |
45-min intervention sessions over a 3-week period. |
FMA Composite spasticity index Reaching performance scale for stroke BBT WMFT MAL | The modest advantage of VR over conventional training supports further investigation. | |
| 11 | n=30 (experimental group15/control group 15) |
Nintendo Wii Nintendo Wii+MP sessions |
20 sessions (5 days in a week) |
FMA BBT MAL | Game-based virtual reality movement therapy alone may be helpful to improve functional recovery of the upper extremity. | |
| 12 | n=29 (experimental group 15/control group 14) |
Video games Traditional therapy |
3 months (1-hr session×2 sessions per week) |
The number of repetitions and classified movements as purposeful or nopurposeful using videotapes | Video games elicited more upper extremity purposeful repetitions and higher acceleration of movement compared with traditional therapy. | |
| 13 | n=23 (experimental group13/control group 10) |
Video-games Traditional self-training |
1-hr/day, 6-times/wk, 5 weeks |
ARAT MAL BBT | Upper extremity functional improvement can be achieved by self-training at the chronic stage. | |
| 14 | n=22 (experimental group 11/control group 11) |
Reality using the Nintendo Wii gaming system Recreational therapy (playing cards, bingo, or “Jenga”) |
60 min each over a 14-day period These 8 sessions |
WMFT BBT Stroke impact scale | The Wii gaming technology represents a safe, feasible, and potentially effective alternative to facilitate rehabilitation therapy. | |
| 15 | n=137 (experimental group 67/control group 70) |
Nintendo Wii gaming system (VRWii) Simple recreational activities (playing cards, bingo, Jenga, or ball game) |
10 sessions, 60 min |
WMFT | Virtual reality is safe, but showed no significant benefits as an add-on therapy to conventional rehabilitation when compared with recreational activity. | |
| 16 | n=46 (experimental group 24/control group 22) |
Smart Glove group Conventional intervention group |
20 sessions for 30 min per day of 4 week |
FMA Jebsen-Taylor hand function test Purdue pegboard test Stroke impact scale | VR-based rehabilitation combined with standard occupational therapy might be more effective than amount-matched conventional rehabilitation for improving distal upper extremity function and quality of life. | |
| 17 | n=32 (experimental group 16/control group 16) |
VR rehabilitation plus conventional OT Conventional OT |
20 sessions over 4 weeks |
SF-36 Hamilton Depression Rating Scale FMA | VR rehabilitation has specific effects on health-related quality of life, depression, and upper extremity function. | |
| 18 | n=40 (experimental group 20/control group 8) |
VR training using Xbox Kinect and conventional occupational therapy Conventional occupational therapy |
6 weeks of intervention |
FMA ROM BBT | The potential efficacy of Xbox Kinect in the rehabilitation of post-stroke survivors needs to be investigated in greater depth. | |
| 19 | n=12 (YouGrabber group 6/personalized therapeutic exercise group 6) |
YouGrabber VR system: 6 games which focus upon dexterity mirror imaging and grasp and release in different positions Personalized therapeutic exercise |
30 min, 18 sessions over 12 weeks |
MAL BBT Fatigue Severity Score | The YouGrabber appeared practical and may improve upper limb activities in people several months after stroke. | |
| 20 | n=32 (experimental group 20/control group 8) |
VR for poststroke arm motor rehabilitation Advantages over physical environment training |
12 sessions over 4 weeks |
FMA Reaching performance scale for stroke | VR training led to more changes in the mild group and a motor recovery pattern in the moderate-to-severe group indicative of less compensation. | |
| 21 | n=23 (experimental group 13/control group 10) |
AVK system intensive dose of occupational therapy |
18-hr-long sessions of extensive therapy (3 times per week for 6 weeks) |
Jebsen-Taylor hand function test ARAT FMA Grip and pinch strengths | Actively assisted individuation therapy comprised of non-task specific modalities may prove to be valuable clinical tools for increasing the effectiveness and efficiency of therapy following stroke. | |
| 22 | n=20 (experimental group 10/control group 10) |
Conventional therapy Experimental group received additional Xbox Kinect training |
4 weeks (60 min/day, 5 day/week). |
Treatment attendance rate Patient feedback Proportion of adverse events BBS | Xbox Kinect training appears feasible and safe in upper extremity rehabilitation after stroke. | |
| 23 | n=22 (experimental group 11/control group 11) |
VR therapy and transcranial direct current stimulation VR therapy and sham transcranial direct current stimulation |
15 sessions with 13 min |
FMA MAS Grip strength Specific quality of life scale Minimal clinically important differences | tDCS, combined with VR therapy, should be investigated and clarified further. | |
| 24 | n=18 (experimental group 9/control group 9) |
Home-based Music Glove therapy Conventional tabletop exercises |
3 hr per week for 3 weeks |
BBT | MusicGlove therapy was not superior to conventional tabletop exercises for the primary end point. | |
| 25 | Takahashi et al., 2007 | n=17 (experimental group 7/control group 6) |
Active assist mode robotic therapy Active assist non-mode robotic therapy |
15 daily sessions, on weekdays, over 3 weeks 1.5 hr per each session |
ARAT FMA NIH Stroke Scale GDS Nottingham Sensory Assessment Assessment of apraxia Grip and pinch strength Active range of motion 9-hole Peg test Stroke Impact Scale MAS | A robot-based therapy showed improvements in hand motor function after chronic stroke. |
ARAT, action research arm test; AVK, actuated virtual keypad; BBS, Berg Balance Scale; BBT, Box and Blocks Test; COPM, Canadian Occupational Performance Measure; EQ-5D, EuroQol-5 Dimension; FMA, Fugl-Meyer Assessment; FRT, Function Reaching Test; GDS, Geriatric Depression Scale; MAL, motor activity log; MAS, Modified Ashworth Scale; ROM, range of motion; SF-36, 36-item short form health survey; rDCS, transcranial direct current stimulation; VR, virtual reality; WMFT, Wolf Motor Function Test.
Fig. 2Forest plot showing individual effect sizes. CI, confidence interval.
Fig. 3Funnel plot of publication bias.
Frequency of virtual reality intervention
| Types of intervention | Frequency (%) |
|---|---|
| Based VR system | |
| VR by computer | 9 (26.5) |
| Video game | 6 (17.6) |
| Video capture VR | 1 (2.9) |
| VR with bilateral training | 1 (2.9) |
| Goal oriented movement VR | 1 (2.9) |
| Hand/arm training | 1 (2.9) |
| Reinforced feedback in virtual environment | 1 (2.9) |
|
| |
| Based game | |
| Wii | 4 (11.8) |
| Xbox Kinect training | 2 (5.9) |
|
| |
| Based robot | |
| Wilmington robotic exoskeleton | 1 (2.9) |
| Robotic therapy | 1 (2.9) |
|
| |
| Etc | |
| RehabMaster | 1 (2.9) |
| rTMS with VR | 1 (2.9) |
| Smart Glove | 1 (2.9) |
| YouGrabber virtual system | 1 (2.9) |
| Home based music glove therapy | 1 (2.9) |
| Smartphone program | 1 (2.9) |
|
| |
| Total | 34 (100) |
VR, virtual reality; rTMS, repetitive transcranial magnetic stimulation.
Heterogeneity
| Model | Effect size | |||
|---|---|---|---|---|
| Fixed | 0.41 | <0.001 | 21.78 | <0.001 |
| Random | 0.65 | <0.001 | - | - |