ArticleJMIR rehabilitation and assistive technologies2019
Exoskeletons With Virtual Reality, Augmented Reality, and Gamification for Stroke Patients' Rehabilitation: Systematic Review.
Article in JMIR rehabilitation and assistive technologies, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 36 papers, 4 of them syntheses that pooled it.
What it found
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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.
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Who cites it
36 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Hardware and software design trends and considerations in gamified stroke rehabilitation: Results from a systematic review.Medical & biological engineering & computing · 2026Pooled it
- Upper limb robotic rehabilitation following stroke: a systematic review and meta-analysis investigating efficacy and the influence of device features and program parameters.Journal of neuroengineering and rehabilitation · 2025Pooled it
- Using 3D and 4D digital human modeling in extended reality-based rehabilitation: a systematic review.Frontiers in bioengineering and biotechnology · 2025Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Recent Advances in Sensor-Based Upper-Limb and Hand Exoskeletons for Post-Stroke Rehabilitation: A Technical and Biomedical Review.Sensors (Basel, Switzerland) · 2026Review
- Review
- Modern Technologies Supporting Motor Rehabilitation After Stroke: A Narrative Review.Journal of clinical medicine · 2025Review
- Behavior Change Strategies in Digital Exercise Interventions for Adolescent Idiopathic Scoliosis: Scoping Review.Journal of medical Internet research · 2025Article
- A Journey to Childhood for Therapeutic Purposes: Utilizing Gamification for the Rehabilitation of Stroke Patients.Iranian journal of public health · 2025Article
- Five canonical findings from 30 years of psychological experimentation in virtual reality.Nature human behaviour · 2025Review
- A Novel Bilateral Data Fusion Approach for EMG-Driven Deep Learning in Post-Stroke Paretic Gesture Recognition.Sensors (Basel, Switzerland) · 2025Article
- Comparing Virtual Reality and Robotic Training Effects on Balance Ability and Confidence in Older Adults.Applied sciences (Basel, Switzerland) · 2025Article
- Enhancing lower-limb rehabilitation: a scoping review of augmented reality environment.Journal of neuroengineering and rehabilitation · 2025Article
- Deep Learning-Enhanced Motor Training: A Hybrid VR and Exoskeleton System for Cognitive-Motor Rehabilitation.Bioengineering (Basel, Switzerland) · 2025Article
- Exploring New Tools in Upper Limb Rehabilitation After Stroke Using an Exoskeletal Aid: A Pilot Randomized Control Study.Healthcare (Basel, Switzerland) · 2025Article
- Decoding lower-limb kinematic parameters during pedaling tasks using deep learning approaches and EEG.Medical & biological engineering & computing · 2024Article
- The Efficacy of a Home-Based, Augmented Reality Dual-Task Platform for Cognitive-Motor Training in Elderly Patients: A Pilot Observational Study.Psychiatry investigation · 2024Article
- Robotic systems for upper-limb rehabilitation in multiple sclerosis: a SWOT analysis and the synergies with virtual and augmented environments.Frontiers in robotics and AI · 2024Review
- Virtual rehabilitation for patients with osteoporosis or other musculoskeletal disorders: a systematic review.Virtual reality · 2024Article
- A Serious Game to Self-Regulate Heart Rate Variability as a Technique to Manage Arousal Level Through Cardiorespiratory Biofeedback: Development and Pilot Evaluation Study.JMIR serious games · 2023Article
Corrections and comments
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Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundRobot-assisted therapy has become a promising technology in the field of rehabilitation for poststroke patients with motor disorders. Motivation during the rehabilitation process is a top priority for most stroke survivors. With current advancements in technology there has been the introduction of virtual reality (VR), augmented reality (AR), customizable games, or a combination thereof, that aid robotic therapy in retaining, or increasing the interests of, patients so they keep performing their exercises. However, there are gaps in the evidence regarding the transition from clinical rehabilitation to home-based therapy which calls for an updated synthesis of the literature that showcases this trend. The present review proposes a categorization of these studies according to technologies used, and details research in both upper limb and lower limb applications.
objectiveThe goal of this work was to review the practices and technologies implemented in the rehabilitation of poststroke patients. It aims to assess the effectiveness of exoskeleton robotics in conjunction with any of the three technologies (VR, AR, or gamification) in improving activity and participation in poststroke survivors.
methodsA systematic search of the literature on exoskeleton robotics applied with any of the three technologies of interest (VR, AR, or gamification) was performed in the following databases: MEDLINE, EMBASE, Science Direct & The Cochrane Library. Exoskeleton-based studies that did not include any VR, AR or gamification elements were excluded, but publications from the years 2010 to 2017 were included. Results in the form of improvements in the patients' condition were also recorded and taken into consideration in determining the effectiveness of any of the therapies on the patients.
resultsThirty studies were identified based on the inclusion criteria, and this included randomized controlled trials as well as exploratory research pieces. There were a total of about 385 participants across the various studies. The use of technologies such as VR-, AR-, or gamification-based exoskeletons could fill the transition from the clinic to a home-based setting. Our analysis showed that there were general improvements in the motor function of patients using the novel interfacing techniques with exoskeletons. This categorization of studies helps with understanding the scope of rehabilitation therapies that can be successfully arranged for home-based rehabilitation.
conclusionsFuture studies are necessary to explore various types of customizable games required to retain or increase the motivation of patients going through the individual therapies.
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