Evidence map›Paper›PMID 21901720›Full record

SynthesisThe Cochrane database of systematic reviews2011

Virtual reality for stroke rehabilitation.

Kate E Laver, Stacey George, Susie Thomas, Judith E Deutsch, Maria Crotty

4 registry-linked trialsAbstract readMeta-AnalysisSystematic Review
PubMed Publisher
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
93citing papers in PubMed, 19 pooled it
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

NCT02321254 phase1completednot on this mapstarted 2014, after this paper: background citation

A Pilot Study of Active, Robot-assisted Therapy for Shoulder Rehabilitation After Stroke, Using Myoelectric Signals

TypeinterventionalSponsorIRCCS San Camillo, Venezia, ItalyRan2014 to 2016Enrolled10ConditionsStrokeArmsThe RehaARM-Robot, Standard rehabilitation therapy
NCT02364245 nacompletednot on this mapstarted 2014, after this paper: background citation

Design and Evaluation the Feasibility, Effects of Kinect-based Computer Games as Upper Extremity Training Tool in Children With Cerebral Palsy

TypeinterventionalSponsorChang Gung Memorial HospitalRan2014 to 2016Enrolled13ConditionsCerebral PalsyArmsKinect, Traditional OT(30 Mins), Traditional OT(60 Mins)
NCT03530358 naunknown statusnot on this mapstarted 2014, after this paper: background citation

MOdularity for SEnsory Motor Control: Implications of Muscle Synergies in Motor Recovery After Stroke

TypeinterventionalSponsorIRCCS San Camillo, Venezia, ItalyRan2014 to 2022Enrolled132ConditionsStroke, Ischemic, Upper Limb Injury, RehabilitationArmsTechnology-aided rehabilitation, Conventional rehabilitation
NCT04047134 naunknown statusnot on this mapstarted 2019, after this paper: background citation

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.

TypeinterventionalSponsorIRCCS San RaffaeleRan2019 to 2023Enrolled80ConditionsChronic StrokeArmsAction Observation Treatrment, Observation of videos with Non Motor contents
3 · Its place in the literature

Who cites it

93 citing papers in PubMed, 19 syntheses or guidelines pooled it.

  1. Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2025
    Pooled it
  2. 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 · 2025
    Pooled it
  3. Pooled it
  4. Pooled it
  5. Pooled it
  6. Pooled it
  7. Pooled it
  8. Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2017
    Pooled it
  9. Pooled it
  10. Pooled it
  11. Pooled it
  12. Interventions for improving community ambulation in individuals with stroke.The Cochrane database of systematic reviews · 2015
    Pooled it
  13. Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2015
    Pooled it
  14. Interventions for improving upper limb function after stroke.The Cochrane database of systematic reviews · 2014
    Pooled it
  15. Pooled it
  16. Rehabilitation for improving automobile driving after stroke.The Cochrane database of systematic reviews · 2014
    Pooled it
  17. Pooled it
  18. Patient engagement in the inpatient setting: a systematic review.Journal of the American Medical Informatics Association : JAMIA
    Pooled it
  19. Pooled it
  20. Trial

33 more citing papers are in PubMed but not listed here.

4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

5 authors.

Kate E LaverDepartment of Rehabilitation and Aged Care, Flinders University, Repatriation General Hospitals, Daws Road, Daw Park, Adelaide, Australia, 5041.
Stacey George
Susie Thomas
Judith E Deutsch
Maria Crotty

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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

Stroke RehabilitationVideo GamesActivities of Daily LivingHumansPsychomotor PerformanceRandomized Controlled Trials as TopicStrokeTherapy, Computer-AssistedUser-Computer Interface

Identifiers

What OpenQuestion holds

Textmetadata
Read underepoch 390

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.