Trial reportBMC neurology2017
Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis.
Trial report in BMC neurology, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 3 registered trials, which are not on this map. Cited by 28 papers, 3 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.
Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): A Multi-center Comparative Effectiveness Trial of In-home Gamified Constraint-induced Movement Therapy for Rehabilitation of Chronic Upper Extremity Hemiparesis.
The Efficacy of Video Game Therapy in Patients With Stroke
Understanding Experiences of People With Spinal Cord Injury Undergoing Activity-based Rehabilitation
Who cites it
28 citing papers in PubMed, 3 syntheses or guidelines pooled it, 83 citations in OpenAlex.
- Factors influencing the delivery of telerehabilitation for stroke: A systematic review.PloS one · 2022Pooled it
- Telerehabilitation services for stroke.The Cochrane database of systematic reviews · 2020Pooled it
- Reaching People With Disabilities in Underserved Areas Through Digital Interventions: Systematic Review.Journal of medical Internet research · 2019Pooled it
- A Journey to Childhood for Therapeutic Purposes: Utilizing Gamification for the Rehabilitation of Stroke Patients.Iranian journal of public health · 2025Article
- Review
- The Role of Sensory Impairments on Recovery and Rehabilitation After Stroke.Current neurology and neuroscience reports · 2025Review
- Understanding Senior Adults' Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study.JMIR serious games · 2024Article
- Effect of mobile-based self-management application on stroke outcomes: a study protocol for triple blinded randomized controlled trial.BMC medical informatics and decision making · 2022Article
- Rehabilitation of Upper Extremity by Telerehabilitation Combined With Exergames in Survivors of Chronic Stroke: Preliminary Findings From a Feasibility Clinical Trial.JMIR rehabilitation and assistive technologies · 2022Article
- A database of physical therapy exercises with variability of execution collected by wearable sensors.Scientific data · 2022Article
- A Taxonomy for Augmented and Mixed Reality Applications to Support Physical Exercises in Medical Rehabilitation-A Literature Review.Healthcare (Basel, Switzerland) · 2022Review
- Video game rehabilitation for outpatient stroke (VIGoROUS): A multi-site randomized controlled trial of in-home, self-managed, upper-extremity therapy.EClinicalMedicine · 2022Article
- Early Patient-Centered Outcomes Research Experience With the Use of Telehealth to Address Disparities: Scoping Review.Journal of medical Internet research · 2021Article
- A Personalized Home-Based Rehabilitation Program Using Exergames Combined With a Telerehabilitation App in a Chronic Stroke Survivor: Mixed Methods Case Study.JMIR serious games · 2021Article
- Safety, Feasibility, and Acceptability of a New Virtual Rehabilitation Platform: A Supervised Pilot Study.Rehabilitation process and outcome · 2021Article
- Serious Games for Stroke Telerehabilitation of Upper Limb - A Review for Future Research.International journal of telerehabilitation · 2020Article
- Converging Evidence Supporting the Cognitive Link between Exercise and Esport Performance: A Dual Systematic Review.Brain sciences · 2020Review
- A review of computational approaches for evaluation of rehabilitation exercises.Computers in biology and medicine · 2020Review
- A Deep Learning Framework for Assessing Physical Rehabilitation Exercises.IEEE transactions on neural systems and rehabilitation engineering : a publication of the IEEE Engineering in Medicine and Biology Society · 2020Article
- Predicting Improved Daily Use of the More Affected Arm Poststroke Following Constraint-Induced Movement Therapy.Physical therapy · 2019Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
10 authors at 4 institutions in 1 country.
Funding
Abstract
backgroundConstraint-Induced Movement therapy (CI therapy) is shown to reduce disability, increase use of the more affected arm/hand, and promote brain plasticity for individuals with upper extremity hemiparesis post-stroke. Randomized controlled trials consistently demonstrate that CI therapy is superior to other rehabilitation paradigms, yet it is available to only a small minority of the estimated 1.2 million chronic stroke survivors with upper extremity disability. The current study aims to establish the comparative effectiveness of a novel, patient-centered approach to rehabilitation utilizing newly developed, inexpensive, and commercially available gaming technology to disseminate CI therapy to underserved individuals. Video game delivery of CI therapy will be compared against traditional clinic-based CI therapy and standard upper extremity rehabilitation. Additionally, individual factors that differentially influence response to one treatment versus another will be examined.
methodsThis protocol outlines a multi-site, randomized controlled trial with parallel group design. Two hundred twenty four adults with chronic hemiparesis post-stroke will be recruited at four sites. Participants are randomized to one of four study groups: (1) traditional clinic-based CI therapy, (2) therapist-as-consultant video game CI therapy, (3) therapist-as-consultant video game CI therapy with additional therapist contact via telerehabilitation/video consultation, and (4) standard upper extremity rehabilitation. After 6-month follow-up, individuals assigned to the standard upper extremity rehabilitation condition crossover to stand-alone video game CI therapy preceded by a therapist consultation. All interventions are delivered over a period of three weeks. Primary outcome measures include motor improvement as measured by the Wolf Motor Function Test (WMFT), quality of arm use for daily activities as measured by Motor Activity Log (MAL), and quality of life as measured by the Quality of Life in Neurological Disorders (NeuroQOL). DISCUSSION: This multi-site RCT is designed to determine comparative effectiveness of in-home technology-based delivery of CI therapy versus standard upper extremity rehabilitation and in-clinic CI therapy. The study design also enables evaluation of the effect of therapist contact time on treatment outcomes within a therapist-as-consultant model of gaming and technology-based rehabilitation.
trial registrationClinicaltrials.gov, NCT02631850 .
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.