SynthesisThe Cochrane database of systematic reviews2011
Virtual reality for stroke rehabilitation.
Synthesis in The Cochrane database of systematic reviews, 2011. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 4 registered trials, which are not on this map. Cited by 93 papers, 19 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.
A Pilot Study of Active, Robot-assisted Therapy for Shoulder Rehabilitation After Stroke, Using Myoelectric Signals
Design and Evaluation the Feasibility, Effects of Kinect-based Computer Games as Upper Extremity Training Tool in Children With Cerebral Palsy
MOdularity for SEnsory Motor Control: Implications of Muscle Synergies in Motor Recovery After Stroke
Neuroimaging Biomarkers Toward an Optimized and Personalized Action Observation Treatment in Chronic Stroke Patients: New Strategies to Maximize the Efficacy of Upper Limb Functional Rehabilitation.
Who cites it
93 citing papers in PubMed, 19 syntheses or guidelines pooled it.
- Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2025Pooled it
- Virtual Reality Therapy for Upper Limb Motor Impairments in Patients With Stroke: A Systematic Review and Meta-Analysis.Physiotherapy research international : the journal for researchers and clinicians in physical therapy · 2025Pooled it
- Global research trends on artificial intelligence in psychological interventions for stroke survivors: a bibliometric and visualized analysis (2000-2024).Frontiers in psychology · 2025Pooled it
- Pooled it
- Head-Mounted Display-Based Therapies for Adults Post-Stroke: A Systematic Review and Meta-Analysis.Sensors (Basel, Switzerland) · 2021Pooled it
- Efficacy of Virtual Reality Rehabilitation after Spinal Cord Injury: A Systematic Review.BioMed research international · 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
- Movement visualisation in virtual reality rehabilitation of the lower limb: a systematic review.Biomedical engineering online · 2016Pooled it
- Effect of Virtual Reality on Postural and Balance Control in Patients with Stroke: A Systematic Literature Review.BioMed research international · 2016Pooled it
- Constraint-induced movement therapy for upper extremities in people with stroke.The Cochrane database of systematic reviews · 2015Pooled it
- Interventions for improving community ambulation in individuals with stroke.The Cochrane database of systematic reviews · 2015Pooled 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
- Virtual reality for treatment compliance for people with serious mental illness.The Cochrane database of systematic reviews · 2014Pooled it
- Rehabilitation for improving automobile driving after stroke.The Cochrane database of systematic reviews · 2014Pooled it
- Home-based therapy programmes for upper limb functional recovery following stroke.The Cochrane database of systematic reviews · 2012Pooled it
- Patient engagement in the inpatient setting: a systematic review.Journal of the American Medical Informatics Association : JAMIAPooled 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
- Effects of Video-Game Based Therapy on Balance, Postural Control, Functionality, and Quality of Life of Patients with Subacute Stroke: A Randomized Controlled Trial.Journal of healthcare engineering · 2020Trial
33 more citing papers are in PubMed but not listed here.
Corrections and comments
- Reprinted as
- Updated by
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundVirtual reality and interactive video gaming have emerged as new treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles are being rapidly adopted in clinical settings; however, there is currently little information about their effectiveness.
objectivesTo evaluate the effects of virtual reality and interactive video gaming on upper limb, lower limb and global motor function after stroke. SEARCH STRATEGY: We searched the Cochrane Stroke Group Trials Register (March 2010), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2010, Issue 1), MEDLINE (1950 to March 2010), EMBASE (1980 to March 2010) and seven additional databases. We also searched trials registries, conference proceedings, reference lists and contacted key researchers in the area and virtual reality equipment manufacturers. 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 outcomes of interest were: upper limb function and activity, gait and balance function and activity 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 authors contacted all investigators to obtain missing information. MAIN
resultsWe included 19 trials which involved 565 participants. Study sample sizes were generally small and interventions and outcome measures varied, limiting the ability to which studies could be compared. Intervention approaches in the included studies were predominantly designed to improve motor function rather than cognitive function or activity performance. The majority of participants were relatively young and more than one year post stroke. PRIMARY OUTCOMES: results were statistically significant for arm function (standardised mean difference (SMD) 0.53, 95% confidence intervals (CI) 0.25 to 0.81 based on seven studies with 205 participants). There were no statistically significant effects for grip strength or gait speed. We were unable to determine the effect on global motor function due to insufficient numbers of comparable studies. SECONDARY OUTCOMES: results were statistically significant for activities of daily living (ADL) outcome (SMD 0.81, 95% CI 0.39 to 1.22 based on three studies with 101 participants); however, we were unable to pool results for cognitive function, participation restriction and quality of life or imaging studies. There were few adverse events reported across studies and those reported were relatively mild. Studies that reported on eligibility rates showed that only 34% (standard deviation (SD) 26, range 17 to 80) of participants screened were recruited. AUTHORS'
conclusionsWe found limited evidence that the use of virtual reality and interactive video gaming may be beneficial in improving arm function and ADL function when compared with the same dose of conventional therapy. There was insufficient evidence to reach conclusions about the effect of virtual reality and interactive video gaming on grip strength or gait speed. It is unclear at present which characteristics of virtual reality are most important and it is unknown whether effects are sustained in the longer term. Furthermore, there are currently very few studies evaluating the use of commercial gaming consoles (such as the Nintendo Wii).
Indexed as
Identifiers
21901720What 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.