Trial reportBioMed research international2014
The efficacy of balance training with video game-based therapy in subacute stroke patients: a randomized controlled trial.
Trial report in BioMed research international, 2014. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT05856045 (Effects of Proprioceptive Neuromuscular Facilitation Exercises Versus Perturbation-based Balance Training on Balance, Coordination and Proprioception in Subacute Stroke Patients), which is not on this map. Cited by 41 papers, 9 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.
Effects of Proprioceptive Neuromuscular Facilitation Exercises Versus Perturbation-based Balance Training on Balance, Coordination and Proprioception in Subacute Stroke Patients
Who cites it
41 citing papers in PubMed, 9 syntheses or guidelines pooled it.
- Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2025Pooled it
- Cognitive rehabilitation using virtual reality in subjective cognitive decline and mild cognitive impairment: a systematic review.Frontiers in psychology · 2025Pooled it
- Efficacy of robotic exoskeleton for gait rehabilitation in patients with subacute stroke : a systematic review.European journal of physical and rehabilitation medicine · 2022Pooled it
- Exergames for balance dysfunction in neurological disability: a meta-analysis with meta-regression.Journal of neurology · 2021Pooled it
- Effectiveness of Virtual Reality in the Rehabilitation of Motor Function of Patients With Subacute Stroke: A Meta-Analysis.Frontiers in neurology · 2021Pooled it
- Applying Game-Based Approaches for Physical Rehabilitation of Poststroke Patients: A Systematic Review.Journal of healthcare engineering · 2021Pooled it
- Virtual Reality Systems for Upper Limb Motor Function Recovery in Patients With Spinal Cord Injury: Systematic Review and Meta-Analysis.JMIR mHealth and uHealth · 2020Pooled it
- Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2017Pooled it
- Effect of Virtual Reality on Postural and Balance Control in Patients with Stroke: A Systematic Literature Review.BioMed research international · 2016Pooled it
- Feasibility and effect of interactive telerehabilitation on balance in individuals with chronic stroke: a pilot study.Journal of neuroengineering and rehabilitation · 2021Trial
- Overground walking training with the i-Walker, a robotic servo-assistive device, enhances balance in patients with subacute stroke: a randomized controlled trial.Journal of neuroengineering and rehabilitation · 2016Trial
- Trial
- Clinical feasibility of interactive motion-controlled games for stroke rehabilitation.Journal of neuroengineering and rehabilitation · 2015Trial
- Effectiveness of various dosage parameters of Wii Fit Plus exergames for enhancing balance and postural control among people post-stroke: a systematic review protocol.JBI evidence synthesis · 2026Article
- Digital and Intelligent Rehabilitation Technologies in Stroke and Neurological Disorders: A Systematic Review of Artificial Intelligence, Virtual Reality, Gamification, and Emerging Therapeutic Platforms in Neurorehabilitation.Bioengineering (Basel, Switzerland) · 2026Review
- Current Trends in Virtual Exercise Interventions Among People With Disabilities: A Scoping Review.Archives of rehabilitation research and clinical translation · 2024Review
- Use of Virtual Reality in Physical Therapy as an Intervention and Diagnostic Tool.Rehabilitation research and practice · 2024Review
- Current Trends in Balance Rehabilitation for Stroke Survivors: A Scoping Review of Experimental Studies.International journal of environmental research and public health · 2023Article
- Is virtual reality training superior to conventional treatment in improving lower extremity motor function in chronic hemiplegic patients?Turkish journal of physical medicine and rehabilitation · 2022Article
- Validity and reliability of a wearable-controlled serious game and goniometer for telemonitoring of wrist fracture rehabilitation.European journal of trauma and emergency surgery : official publication of the European Trauma Society · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
8 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
The video game-based therapy emerged as a potential valid tool in improving balance in several neurological conditions with controversial results, whereas little information is available regarding the use of this therapy in subacute stroke patients. The aim of this study was to investigate the efficacy of balance training using video game-based intervention on functional balance and disability in individuals with hemiparesis due to stroke in subacute phase. Fifty adult stroke patients participated to the study: 25 subjects were randomly assigned to balance training with Wii Fit, and the other 25 subjects were assigned to usual balance therapy. Both groups were also treated with conventional physical therapy (40 min 2 times/day). The main outcome was functional balance (Berg Balance Scale-BBS), and secondary outcomes were disability (Barthel Index-BI), walking ability (Functional Ambulation Category), and walking speed (10-meters walking test). Wii Fit training was more effective than usual balance therapy in improving balance (BBS: 53 versus 48, P = 0.004) and independency in activity of daily living (BI: 98 versus 93, P = 0.021). A balance training performed with a Wii Fit as an add on to the conventional therapy was found to be more effective than conventional therapy alone in improving balance and reducing disability in patients with subacute stroke.
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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.