ArticleJournal of neuroengineering and rehabilitation2019
What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review.
Article in Journal of neuroengineering and rehabilitation, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 24 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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
24 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Combined Immersive and Nonimmersive Virtual Reality With Mirror Therapy for Patients With Stroke: Systematic Review and Meta-Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2025Pooled it
- The Effectiveness of Therapeutic Exercise Interventions With Virtual Reality on Balance and Walking Among Persons With Chronic Stroke: Systematic Review, Meta-Analysis, and Meta-Regression of Randomized Controlled Trials.Journal of medical Internet research · 2024Pooled it
- Effectiveness of Using Virtual Reality-Supported Exercise Therapy for Upper Extremity Motor Rehabilitation in Patients With Stroke: Systematic Review and Meta-analysis of Randomized Controlled Trials.Journal of medical Internet research · 2022Pooled it
- Impact of Virtual Reality-Based Task-Oriented Training for Enhancing Motor Function and Activities of Daily Living in Patients With Subacute Stroke: A Randomized Controlled Trial.Medical science monitor : international medical journal of experimental and clinical research · 2026Trial
- Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke.Journal of neuroengineering and rehabilitation · 2021Trial
- Effects of virtual reality-based planar motion exercises on upper extremity function, range of motion, and health-related quality of life: a multicenter, single-blinded, randomized, controlled pilot study.Journal of neuroengineering and rehabilitation · 2019Trial
- Game Customization and Pace Effects on Movement Performance and the User Experience During Serious Games for Balance Among People After a Stroke: Cross-Sectional Repeated Measures Study.JMIR serious games · 2026Article
- Motivation in motor training interventions after stroke-a systematic review.Frontiers in rehabilitation sciences · 2026Review
- Aperiodic brain activity changes in patients with stroke following virtual reality-based upper limb robotic rehabilitation: a pilot Randomized Controlled Trial.Frontiers in human neuroscience · 2025Article
- The mediating role of competence, autonomy, and relatedness in the activation and maintenance of sports participation behavior.Scientific reports · 2024Article
- The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review.JMIR serious games · 2023Article
- Head-Mounted Displays for Upper Limb Stroke Rehabilitation: A Scoping Review.Journal of clinical medicine · 2023Article
- The Immediate Effects of Different Types of Augmented Feedback on Fast Walking Speed Performance and Intrinsic Motivation After Stroke.Archives of rehabilitation research and clinical translation · 2023Article
- An analysis of clinical outcomes and essential parameters for designing effective games for upper limb rehabilitation: A scoping review.Health science reports · 2023Article
- Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment.Virtual reality · 2023Article
- Cognition, Emotion, and Movement in the Context of Rehabilitation.International journal of environmental research and public health · 2022Article
- Effects of different types of augmented feedback on intrinsic motivation and walking speed performance in post-stroke: A study protocol.Contemporary clinical trials communications · 2021Article
- The impact of visuospatial perception on distance judgment and depth perception in an Augmented Reality environment in patients after stroke: an exploratory study.Journal of neuroengineering and rehabilitation · 2021Observational
- Parents' Perspectives on a Computer Game-Assisted Rehabilitation Program for Manual Dexterity in Children With Cerebral Palsy: Qualitative Analysis of Expectations, Child Engagement, and Benefits.JMIR rehabilitation and assistive technologies · 2021Article
- Improvement of Apraxia With Augmented Reality: Influencing Pantomime of Tool Use via Holographic Cues.Frontiers in neurology · 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
3 authors.
Funding
Abstract
purposeThe purported affective impact of virtual reality (VR) and active video gaming (AVG) systems is a key marketing strategy underlying their use in stroke rehabilitation, yet little is known as to how affective constructs are measured or linked to intervention outcomes. The purpose of this scoping review is to 1) explore how motivation, enjoyment, engagement, immersion and presence are measured or described in VR/AVG interventions for patients with stroke; 2) identify directional relationships between these constructs; and 3) evaluate their impact on motor learning outcomes.
methodsA literature search was undertaken of VR/AVG interventional studies for adults post-stroke published in Medline, PEDro and CINAHL databases between 2007 and 2017. Following screening, reviewers used an iterative charting framework to extract data about construct measurement and description. A numerical and thematic analytical approach adhered to established scoping review guidelines.
resultsOne hundred fifty-five studies were included in the review. Although the majority (89%; N = 138) of studies described at least one of the five constructs within their text, construct measurement took place in only 32% (N = 50) of studies. The most frequently described construct was motivation (79%, N = 123) while the most frequently measured construct was enjoyment (27%, N = 42). A summative content analysis of the 50 studies in which a construct was measured revealed that constructs were described either as a rationale for the use of VR/AVGs in rehabilitation (76%, N = 38) or as an explanation for intervention results (56%, N = 29). 38 (76%) of the studies proposed relational links between two or more constructs and/or between any construct and motor learning. No study used statistical analyses to examine these links.
conclusionsResults indicate a clear discrepancy between the theoretical importance of affective constructs within VR/AVG interventions and actual construct measurement. Standardized terminology and outcome measures are required to better understand how enjoyment, engagement, motivation, immersion and presence contribute individually or in interaction to VR/AVG intervention effectiveness.
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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.