Evidence map›Paper›PMID 31248439›Full record

ArticleJournal of neuroengineering and rehabilitation2019

What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review.

Nina Rohrbach, Emily Chicklis, Danielle Elaine Levac

Abstract readScoping Review
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
24citing papers in PubMed, 3 pooled it
–field-weighted citation impact
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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

24 citing papers in PubMed, 3 syntheses or guidelines pooled it.

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  16. Cognition, Emotion, and Movement in the Context of Rehabilitation.International journal of environmental research and public health · 2022
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Nina RohrbachChair of Human Movement Science, Department of Sport and Health Sciences, Technical University of Munich, Munich, Germany.
Emily ChicklisDepartment of Physical Therapy, Movement & Rehabilitation Science, Northeastern University, Boston, MA, USA.
Danielle Elaine LevacDepartment of Physical Therapy, Movement & Rehabilitation Science, Northeastern University, Boston, MA, USA. d.levac@northeastern.edu.ORCID 0000-0001-7356-9335

Funding

Enhancing transfer of motor skill learning from virtual to physical environments in children with cerebral palsyK01HD093838 · NICHD · NORTHEASTERN UNIVERSITY · PI LEVAC, DANIELLE ELAINE · 2018 to 2021
$495k
NICHD NIH HHS K01 HD093838
6 · The paper itself

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.

Indexed as

Video GamesVirtual RealityAdultFemaleHumansMaleOutcome Assessment, Health CareStrokeStroke RehabilitationEngagementEnjoymentImmersionMotivationMotor learningPresenceScoping reviewStrokeVirtual reality

Identifiers

PMID31248439
PMCPMC6598261

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.