SynthesisBioMed research international2015
A Decade of Progress Using Virtual Reality for Poststroke Lower Extremity Rehabilitation: Systematic Review of the Intervention Methods.
Synthesis in BioMed research international, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT07582497 (Telerehabilitation in a Virtual Environment for Sensorimotor and Cognitive Recovery in Patients With Post-stroke Sequelae and Parkinson's Disease), which is not on this map. Cited by 37 papers, 7 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.
Telerehabilitation in a Virtual Environment for Sensorimotor and Cognitive Recovery in Patients With Post-stroke Sequelae and Parkinson's Disease: a Pilot Study
Who cites it
37 citing papers in PubMed, 7 syntheses or guidelines pooled it.
- Virtual reality-based interventions enhance functional status, balance and muscle strength in patients with ankle instability: a systematic review with meta-analysis of randomized controlled trials.European journal of physical and rehabilitation medicine · 2025Pooled it
- Effects of Virtual Reality on the Limb Motor Function, Balance, Gait, and Daily Function of Patients with Stroke: Systematic Review.Medicina (Kaunas, Lithuania) · 2023Pooled it
- Virtual reality-based therapy improves balance and reduces fear of falling in patients with multiple sclerosis. a systematic review and meta-analysis of randomized controlled trials.Journal of neuroengineering and rehabilitation · 2023Pooled it
- Immersive Virtual Reality in Post-Stroke Rehabilitation: A Systematic Review.Sensors (Basel, Switzerland) · 2023Pooled it
- Home-based technologies for stroke rehabilitation: A systematic review.International journal of medical informatics · 2019Pooled it
- Efficacy of Virtual Reality Rehabilitation after Spinal Cord Injury: A Systematic Review.BioMed research international · 2019Pooled it
- Effect of Virtual Reality on Postural and Balance Control in Patients with Stroke: A Systematic Literature Review.BioMed research international · 2016Pooled it
- Effects of Virtual Reality-Based Therapy on Quality of Life of Patients with Subacute Stroke: A Three-Month Follow-Up Randomized Controlled Trial.International journal of environmental research and public health · 2021Trial
- 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
- Trial
- Virtual reality in stroke recovery: a meta-review of systematic reviews.Bioelectronic medicine · 2024Review
- CFI: a VR motor rehabilitation serious game design framework integrating rehabilitation function and game design principles with an upper limb case.Journal of neuroengineering and rehabilitation · 2024Article
- Virtual Reality for Motor and Cognitive Rehabilitation.Current topics in behavioral neurosciences · 2023Article
- Descriptive analysis of post-stroke patients in a neurological physical therapy unit.Frontiers in neurology · 2023Article
- Article
- Visual Feedback and Virtual Reality in Gait Rehabilitation of Hemiparetic Children and Teenagers after Acquired Brain Injury: A Pilot Study.Children (Basel, Switzerland) · 2022Article
- Effects of Non-Immersive Virtual Reality and Video Games on Walking Speed in Parkinson Disease: A Systematic Review and Meta-Analysis.Journal of clinical medicine · 2022Review
- An sEMG-Controlled Forearm Bracelet for Assessing and Training Manual Dexterity in Rehabilitation: A Systematic Review.Journal of clinical medicine · 2022Review
- Maze Control Training on Kinesthetic Awareness in Patients with Stroke: A Randomized Controlled Trial.Rehabilitation research and practice · 2022Article
- Virtual Reality and Physiotherapy in Post-Stroke Functional Re-Education of the Lower Extremity: A Controlled Clinical Trial on a New Approach.Journal of personalized medicine · 2021Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
7 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
objectiveTo develop a systematic review of the literature, to describe the different virtual reality (VR) interventions and interactive videogames applied to the lower extremity (LE) of stroke patients, and to analyse the results according to the most frequently used outcome measures. MATERIAL AND
methodsAn electronic search of randomized trials between January 2004 and January 2014 in different databases (Medline, Cinahl, Web of Science, PEDro, and Cochrane) was carried out. Several terms (virtual reality, feedback, stroke, hemiplegia, brain injury, cerebrovascular accident, lower limb, leg, and gait) were combined, and finally 11 articles were included according to the established inclusion and exclusion criteria.
resultsThe reviewed trials showed a high heterogeneity in terms of study design and assessment tools, which makes it difficult to compare and analyze the different types of interventions. However, most of them found a significant improvement on gait speed, balance and motor function, due to VR intervention.
conclusionsAlthough evidence is limited, it suggests that VR intervention (more than 10 sessions) in stroke patients may have a positive impact on balance, and gait recovery. Better results were obtained when a multimodal approach, combining VR and conventional physiotherapy, was used. Flexible software seems to adapt better to patients' requirements, allowing more specific and individual treatments.
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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.