SynthesisThe Cochrane database of systematic reviews2015
Virtual reality for stroke rehabilitation.
Synthesis in The Cochrane database of systematic reviews, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 7 registered trials, which are not on this map. Cited by 123 papers, 16 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.
Impact of a New Technology to Functional Recovery Upper Limb in Post Stroke Patients: a Randomized Controlled Study
Clinical Feasibility of the Xbox Kinect™ Training for Stroke Rehabilitation: a Single Blind Randomized Controlled Pilot Study
The Efficacy of Video Game Therapy in Patients With Stroke
Effects of Wearable Sensor Based Virtual Reality Game on Upper Extremity Function for Patients With Stroke
Effects of Wearable Sensor Based Virtual Reality Game on Balance for Patients With Stroke
Impact of Anodal tDCS and Virtual Reality on Cognitive Dysfunction in Patients With Multiple Sclerosis: a Protocol of a Double Blind, Randomized, Prospective, Controlled Study.
Home-based Virtual Reality Cognitive Training as an add-on to Telerehabilitation in Alzheimer's Disease: Validation of a Protocol to Slow Down Cognitive Decline and Reduce Caregivers' Burden
Who cites it
123 citing papers in PubMed, 16 syntheses or guidelines pooled it, 1,144 citations in OpenAlex.
- Remapping Body Representation Using Virtual Reality in Chronic Neuropathic Pain: Systematic Review.Journal of medical Internet research · 2025Pooled it
- Effect of Home-Based Virtual Reality Training on Upper Extremity Recovery in Patients With Stroke: Systematic Review.Journal of medical Internet research · 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
- Integrating virtual reality and exergaming in cognitive rehabilitation of patients with Parkinson disease: a systematic review of randomized controlled trials.European journal of physical and rehabilitation medicine · 2022Pooled it
- The effect of time spent in rehabilitation on activity limitation and impairment after stroke.The Cochrane database of systematic reviews · 2021Pooled it
- Efficacy of Virtual Reality and Exergaming in Improving Balance in Patients With Multiple Sclerosis: A Systematic Review and Meta-Analysis.Frontiers in 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
- Analysis of the Factors Related to the Effectiveness of Transcranial Current Stimulation in Upper Limb Motor Function Recovery after Stroke: a Systematic Review.Journal of medical systems · 2019Pooled it
- Pooled it
- What do randomized controlled trials say about virtual rehabilitation in stroke? A systematic literature review and meta-analysis of upper-limb and cognitive outcomes.Journal of neuroengineering and rehabilitation · 2018Pooled it
- Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials.Physical therapy · 2018Pooled it
- The Activation of the Mirror Neuron System during Action Observation and Action Execution with Mirror Visual Feedback in Stroke: A Systematic Review.Neural plasticity · 2018Pooled it
- Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2017Pooled it
- Virtual reality for rehabilitation in Parkinson's disease.The Cochrane database of systematic reviews · 2016Pooled it
- Electromechanical and robot-assisted arm training for improving activities of daily living, arm function, and arm muscle strength after stroke.The Cochrane database of systematic reviews · 2015Pooled it
- Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2015Pooled it
- Effects of self-directed game-based virtual reality program on upper-limb motor recovery in mild-to-moderate ischemic stroke: a randomized controlled trial.European journal of physical and rehabilitation medicine · 2026Trial
- Virtual reality as a promising method of pain relief in patients with venous leg ulcers.International wound journal · 2024Trial
- Can specific virtual reality combined with conventional rehabilitation improve poststroke hand motor function? A randomized clinical trial.Journal of neuroengineering and rehabilitation · 2023Trial
- Feasibility and preliminary efficacy of a combined virtual reality, robotics and electrical stimulation intervention in upper extremity stroke rehabilitation.Journal of neuroengineering and rehabilitation · 2021Trial
63 more citing papers are in PubMed but not listed here.
Corrections and comments
- Updated by
- Update of
Authors and funding
5 authors at 4 institutions in 2 countries.
Funding
Abstract
backgroundVirtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation. In particular, commercial gaming consoles have been rapidly adopted in clinical settings. This is an update of a Cochrane Review published in 2011.
objectivesPRIMARY
objectiveTo determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity. SECONDARY
objectiveTo determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance activity, global motor function, cognitive function, activity limitation, participation restriction and quality of life, voxels or regions of interest identified via imaging, and adverse events. Additionally, we aimed to comment on the feasibility of virtual reality for use with stroke patients by reporting on patient eligibility criteria and recruitment. SEARCH
methodsWe searched the Cochrane Stroke Group Trials Register (October 2013), the Cochrane Central Register of Controlled Trials (The Cochrane Library 2013, Issue 11), MEDLINE (1950 to November 2013), EMBASE (1980 to November 2013) and seven additional databases. We also searched trials registries and reference lists. 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 outcome of interest was upper limb function and activity. Secondary outcomes included 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 investigators to obtain missing information. MAIN
resultsWe included 37 trials that involved 1019 participants. Study sample sizes were generally small and interventions varied. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large number of randomised controlled trials, the evidence remains 'low' or 'very low' quality when rated using the GRADE system. Control groups received no intervention or therapy based on a standard care approach. 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 OUTCOME: results were statistically significant for upper limb function (standardised mean difference (SMD) 0.28, 95% confidence intervals (CI) 0.08 to 0.49 based on 12 studies with 397 participants). SECONDARY OUTCOMES: there were no statistically significant effects for grip strength, gait speed or global motor function. Results were statistically significant for the activities of daily living (ADL) outcome (SMD 0.43, 95% CI 0.18 to 0.69 based on eight studies with 253 participants); however, we were unable to pool results for cognitive function, participation restriction, 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 26% of participants screened were recruited. AUTHORS'
conclusionsWe found evidence that the use of virtual reality and interactive video gaming may be beneficial in improving upper limb function and ADL function when used as an adjunct to usual care (to increase overall therapy time) or 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, gait speed or global motor function. 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.
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.