Evidence map›Paper›PMID 25927099›Full record

SynthesisThe Cochrane database of systematic reviews2015

Virtual reality for stroke rehabilitation.

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

7 registry-linked trialsOpen access · bronzeAbstract readMeta-AnalysisSystematic Review
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
123citing papers in PubMed, 16 pooled it
83.8field-weighted citation impact, top 1% of its field
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.

NCT02721212 naunknown statusnot on this mapstarted 2016, after this paper: background citation

Impact of a New Technology to Functional Recovery Upper Limb in Post Stroke Patients: a Randomized Controlled Study

TypeinterventionalSponsorHabilita S.p.A.Ran2016 to 2016Enrolled54ConditionsStrokeArmsArmeo Spring, Conventional Rehabilitation
NCT02759328 nacompletednot on this map

Clinical Feasibility of the Xbox Kinect™ Training for Stroke Rehabilitation: a Single Blind Randomized Controlled Pilot Study

TypeinterventionalSponsorAnkara UniversityRan2012 to 2014Enrolled20ConditionsStrokeArmsXbox Kinect™ training, Conventional rehabilitation
NCT03896542 nacompletednot on this mapstarted 2017, after this paper: background citation

The Efficacy of Video Game Therapy in Patients With Stroke

TypeinterventionalSponsorUniversidad de BurgosRan2017 to 2018Enrolled45ConditionsStroke, HemiplegiaArmsCommercial video game., rehabilitation video game
NCT04296032 nacompletednot on this mapstarted 2020, after this paper: background citation

Effects of Wearable Sensor Based Virtual Reality Game on Upper Extremity Function for Patients With Stroke

TypeinterventionalSponsorTaipei Medical University Shuang Ho HospitalRan2020 to 2021Enrolled37ConditionsStrokeArmsvirtual reality game traning, standard treatment
NCT04297774 nacompletednot on this mapstarted 2020, after this paper: background citation

Effects of Wearable Sensor Based Virtual Reality Game on Balance for Patients With Stroke

TypeinterventionalSponsorTaipei Medical University Shuang Ho HospitalRan2020 to 2021Enrolled40ConditionsStrokeArmsvirtual reality treatment, standard treatment, balance training
NCT07114809 narecruitingnot on this mapstarted 2024, after this paper: background citation

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.

TypeinterventionalSponsorOspedale Policlinico San MartinoRan2024 to 2026Enrolled80ConditionsCognitive Impairment, Multiple SclerosisArmsExperimental group (EG) performing Anodal-tDCS (A-tDCS) and VR, Sham Comparator: Control group (CG) performing sham-tDCS (S-tCDS) and VR
NCT07722169 nanot yet recruitingnot on this mapstarted 2026, after this paper: background citation

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

TypeinterventionalSponsorIRCCS San RaffaeleRan2026 to 2029Enrolled48ConditionsAlzheimerArmsOnline cognitive telerehabilitation, VRRS tablet
3 · Its place in the literature

Who cites it

123 citing papers in PubMed, 16 syntheses or guidelines pooled it, 1,144 citations in OpenAlex.

  1. Pooled it
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  3. 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
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  13. Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2017
    Pooled it
  14. Virtual reality for rehabilitation in Parkinson's disease.The Cochrane database of systematic reviews · 2016
    Pooled it
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  16. Virtual reality for stroke rehabilitation.The Cochrane database of systematic reviews · 2015
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63 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 at 4 institutions in 2 countries.

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
Flinders University · AURepatriation General Hospital · AURutgers, The State University of New Jersey · USUniversity of South Australia · AU

Funding

Chief Scientist Office CZB/4/784
6 · The paper itself

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

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

Identifiers

PMID25927099
PMCPMC6465102
OpenAlexW2121860971

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

and 1 more above

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.