ArticleFrontiers in neurology2017
Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study.
Article in Frontiers in neurology, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06412887 (Effects of Adding Force Control to a VR Game on Brain Activation), which is not on this map. Cited by 22 papers, 5 of them syntheses that pooled it.
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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 Adding Force Control to a VR Game on Brain Activation
Who cites it
22 citing papers in PubMed, 5 syntheses or guidelines pooled it.
- A systematic review on the usability of robotic and virtual reality devices in neuromotor rehabilitation: patients' and healthcare professionals' perspective.BMC health services research · 2022Pooled it
- Balance and coordination training for patients with genetic degenerative ataxia: a systematic review.Journal of neurology · 2021Pooled it
- Leap Motion Controller Video Game-Based Therapy for Upper Extremity Motor Recovery in Patients with Central Nervous System Diseases. A Systematic Review with Meta-Analysis.Sensors (Basel, Switzerland) · 2021Pooled it
- What the Tech? The Management of Neurological Dysfunction Through the Use of Digital Technology.Advances in experimental medicine and biology · 2021Pooled it
- Usability Issues of Clinical and Research Applications of Virtual Reality in Older People: A Systematic Review.Frontiers in human neuroscience · 2020Pooled it
- Use of low-cost virtual reality in the treatment of the upper extremity in chronic stroke: a randomized clinical trial.Journal of neuroengineering and rehabilitation · 2024Trial
- Feasibility and Efficacy of a Virtual Reality Game-Based Upper Extremity Motor Function Rehabilitation Therapy in Patients with Chronic Stroke: A Pilot Study.International journal of environmental research and public health · 2022Trial
- Effects of virtual reality associated with serious games for upper limb rehabilitation inpatients with multiple sclerosis: randomized controlled trial.Journal of neuroengineering and rehabilitation · 2020Trial
- Tools and methods for assessing the usability and related aspects of usability of extended reality and telerehabilitation technologies in stroke rehabilitation: a scoping review.Journal of neuroengineering and rehabilitation · 2025Review
- Enhancing prehension strength and dexterity through cross-education effects in the elderly.Scientific reports · 2025Article
- Development of a new immersive virtual reality (VR) headset-based dexterity training for patients with multiple sclerosis: Clinical and technical aspects.Technology and health care : official journal of the European Society for Engineering and Medicine · 2024Article
- Accuracy of Video-Based Hand Tracking for People With Upper-Body Disabilities.IEEE transactions on neural systems and rehabilitation engineering : a publication of the IEEE Engineering in Medicine and Biology Society · 2024Article
- A Randomized Controlled Trial to Evaluate the Impact of an Exercise Therapy Program Based on Sports in People with Acquired Brain Injury: Discover Study Protocol.Journal of clinical medicine · 2023Article
- Experiences of Exergaming for Upper Extremity Exercises in People With Systemic Sclerosis.OTJR : occupation, participation and health · 2023Article
- A Series of Personalized Virtual Light Therapy Interventions for Fatigue: Feasibility Randomized Crossover Trial for N-of-1 Treatment.JMIR formative research · 2023Article
- Laboratory-Based Examination of the Reliability and Validity of Kinematic Measures of Wrist and Finger Function Collected by a Telerehabilitation System in Persons with Chronic Stroke.Sensors (Basel, Switzerland) · 2023Article
- Usability, Usefulness, and Acceptance of a Novel, Portable Rehabilitation System (mRehab) Using Smartphone and 3D Printing Technology: Mixed Methods Study.JMIR human factors · 2021Article
- Article
- Leap motion controlled video game-based therapy for upper limb rehabilitation in patients with Parkinson's disease: a feasibility study.Journal of neuroengineering and rehabilitation · 2019Article
- Impact of virtual reality-based rehabilitation on functional outcomes in patients with acute stroke: a retrospective case-matched study.Journal of neurology · 2019Article
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundApproximately 70-80% of stroke survivors have limited activities of daily living, mainly due to dexterous problems. Videogame-based training (VBT) along with virtual reality seems to be beneficial to train upper limb function.
objectiveTo evaluate the usability of VBT using the Leap Motion Controller (LMC) to train fine manual dexterity in the early rehabilitation phase of stroke patients as an add-on to conventional therapy. Additionally, this study aimed to estimate the feasibility and potential efficacy of the VBT.
methodsDuring 3 months, 64 stroke patients were screened for eligibility, 13 stroke patients were included (4 women and 9 men; age range: 24-91 years; mean time post stroke: 28.2 days).
interventionNine sessions of 30 min VBT, three times per week as an add-on to conventional therapy with stroke inpatients. OUTCOME MEASURES: Primary outcome was the usability of the system measured with the System Usability Scale. Secondary outcomes concerning feasibility were the compliance rate calculated from the total time spent on the intervention (TT) compared to planned time, the opinion of participants via open-end questions, and the level of active participation measured with the Pittsburgh Rehabilitation Participation Scale. Regarding the potential efficacy secondary outcomes were: functional dexterity measured with the Nine Hole Peg Test (NHPT), subjective dexterity measured with the Dexterity Questionnaire 24, grip strength measured with the Jamar dynamometer, and motor impairment of the upper limb measured with the Fugl-Meyer Upper Extremity (FM-UE) scale.
resultsPrimarily, the usability of the system was good to excellent. The patient's perception of usability remained stable over a mean period of 3 weeks of VBT. Secondly, the compliance rate was good, and the level of active participation varied between good and very good. The opinion of the participants revealed that despite individual differences, the overall impression of the therapy and device was good. Patients showed significant improvements in hand dexterity. No changes were found in motor impairment of the upper limb (FM-UE) during intervention.
conclusionVBT using LMC is a usable rehabilitation tool to train dexterity in the early rehabilitation phase of stroke inpatients.
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