Trial reportStroke2010
Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle.
Trial report in Stroke, 2010. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 6 registered trials, which are not on this map. Cited by 168 papers, 14 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Study of Modulation Autonomic Heart Rate of Individuals With Parkinson's Disease and Healty Individuals Subject to a Training With Virtual Reality
The Effect of Virtual Rehabilitation With Nintendo Wii ® and Conventional Therapeutic Exercises in the Treatment of Individuals Post Stroke
Clinical Feasibility of the Xbox Kinect™ Training for Stroke Rehabilitation: a Single Blind Randomized Controlled Pilot Study
Exergaming (XBOX Kinect™) Versus Traditional Gym-based Exercise for Postural Control, Flow and Technology Acceptance in Healthy Adults: a Randomised Controlled Trial
Terapia de Lenguaje, Sensorial y Motora, Basada en Realidad Virtual
Effectiveness of Virtual Rehabilitation and Proprioceptive Neuromuscular Facilitation in the Recovery of the Motor Function Post Stroke: A Randomized Clinical Trial
Who cites it
168 citing papers in PubMed, 14 syntheses or guidelines pooled it, 710 citations in OpenAlex.
- Pooled it
- Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2025Pooled it
- Application of action observation therapy in stroke rehabilitation: A systematic review.Brain and behavior · 2023Pooled it
- Examining the effectiveness of virtual, augmented, and mixed reality (VAMR) therapy for upper limb recovery and activities of daily living in stroke patients: a systematic review and meta-analysis.Journal of neuroengineering and rehabilitation · 2022Pooled it
- Effectiveness of Virtual Reality in the Rehabilitation of Motor Function of Patients With Subacute Stroke: A Meta-Analysis.Frontiers in neurology · 2021Pooled it
- Effect of Specific Over Nonspecific VR-Based Rehabilitation on Poststroke Motor Recovery: A Systematic Meta-analysis.Neurorehabilitation and neural repair · 2019Pooled it
- The feasibility, acceptability and outcomes of exergaming among individuals with cancer: a systematic review.BMC cancer · 2018Pooled it
- Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2017Pooled it
- Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2015Pooled it
- Interventions for improving upper limb function after stroke.The Cochrane database of systematic reviews · 2014Pooled it
- The role of exergaming in Parkinson's disease rehabilitation: a systematic review of the evidence.Journal of neuroengineering and rehabilitation · 2014Pooled it
- Pooled it
- What is the evidence for physical therapy poststroke? A systematic review and meta-analysis.PloS one · 2014Pooled it
- Walking training associated with virtual reality-based training increases walking speed of individuals with chronic stroke: systematic review with meta-analysis.Brazilian journal of physical therapyPooled it
- The effects of virtual reality-mediated tendon and nerve gliding exercises in the conservative management of carpal tunnel syndrome: a double-blind randomized placebo controlled trial.European journal of physical and rehabilitation medicine · 2024Trial
- Therapy-based expert system on function and postural stability after anterior cruciate ligament reconstruction: a pilot study.BMC musculoskeletal disorders · 2023Trial
- Effectiveness of action observation therapy based on virtual reality technology in the motor rehabilitation of paretic stroke patients: a randomized clinical trial.BMC neurology · 2022Trial
- Different temporal weight-bearing tendencies of persons with right and left hemiplegia while sitting in a wheelchair.PloS one · 2022Trial
- Efficacy of a technology-based client-centred training system in neurological rehabilitation: a randomised controlled trial.Journal of neuroengineering and rehabilitation · 2021Trial
- Home-based (virtual) rehabilitation improves motor and cognitive function for stroke patients: a randomized controlled trial of the Elements (EDNA-22) system.Journal of neuroengineering and rehabilitation · 2021Trial
108 more citing papers are in PubMed but not listed here.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
10 authors at 7 institutions in 1 country.
Funding
Abstract
background and purposeHemiparesis resulting in functional limitation of an upper extremity is common among stroke survivors. Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery, limited evidence is available on the efficacy of virtual reality for stroke rehabilitation.
methodsIn this pilot, randomized, single-blinded clinical trial with 2 parallel groups involving stroke patients within 2 months, we compared the feasibility, safety, and efficacy of virtual reality using the Nintendo Wii gaming system (VRWii) versus recreational therapy (playing cards, bingo, or "Jenga") among those receiving standard rehabilitation to evaluate arm motor improvement. The primary feasibility outcome was the total time receiving the intervention. The primary safety outcome was the proportion of patients experiencing intervention-related adverse events during the study period. Efficacy, a secondary outcome measure, was evaluated with the Wolf Motor Function Test, Box and Block Test, and Stroke Impact Scale at 4 weeks after intervention.
resultsOverall, 22 of 110 (20%) of screened patients were randomized. The mean age (range) was 61.3 (41 to 83) years. Two participants dropped out after a training session. The interventions were successfully delivered in 9 of 10 participants in the VRWii and 8 of 10 in the recreational therapy arm. The mean total session time was 388 minutes in the recreational therapy group compared with 364 minutes in the VRWii group (P=0.75). There were no serious adverse events in any group. Relative to the recreational therapy group, participants in the VRWii arm had a significant improvement in mean motor function of 7 seconds (Wolf Motor Function Test, 7.4 seconds; 95% CI, -14.5, -0.2) after adjustment for age, baseline functional status (Wolf Motor Function Test), and stroke severity.
conclusionsVRWii gaming technology represents a safe, feasible, and potentially effective alternative to facilitate rehabilitation therapy and promote motor recovery after stroke.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.