Trial reportJournal of neuroengineering and rehabilitation2020
Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study.
Trial report in Journal of neuroengineering and rehabilitation, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 2 registered trials, which are not on this map. Cited by 19 papers.
What it found
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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.
Comparison of Effectiveness of Virtual Reality With Mirror Therapy in Improving Motor Function of Upper Limb of Stroke Patients
Intervention of Virtual Reality on Oculomotor Muscles and Balance
Who cites it
19 citing papers in PubMed, 52 citations in OpenAlex.
- Immersive virtual reality-based rehabilitation for subacute stroke: a randomized controlled trial.Journal of neurology · 2024Trial
- Virtual Reality-Assisted Rehabilitation for Upper-Limb Function in Stroke Survivors: A Systematic Review.Brain sciences · 2026Review
- Leveraging wearable haptics for guidance in virtual rehabilitation: effects on motor control from an immersive VR setting.Scientific reports · 2026Article
- Virtual Reality: A New Frontier of Physical Rehabilitation.Sensors (Basel, Switzerland) · 2025Review
- Investigation of Neuromuscular Activation in Older Female Adults during a Dynamic and Challenging Virtual Reality Activity: A Cross-Sectional Study.Journal of functional morphology and kinesiology · 2024Article
- Immersive VR for upper-extremity rehabilitation in patients with neurological disorders: a scoping review.Journal of neuroengineering and rehabilitation · 2024Article
- Virtual Reality Gaming in Occupational Rehabilitation - User Experiences and Perceptions.Journal of multidisciplinary healthcare · 2024Article
- Head-Mounted Displays for Upper Limb Stroke Rehabilitation: A Scoping Review.Journal of clinical medicine · 2023Article
- Quantification and Rehabilitation of Unilateral Spatial Neglect in Immersive Virtual Reality: A Validation Study in Healthy Subjects.Sensors (Basel, Switzerland) · 2023Article
- Exploring the efficacy of virtual reality-based rehabilitation in stroke: a narrative review of current evidence.Annals of medicine · 2023Review
- Rapid Synthesis of the Literature on the Evolution of Gamification in Distal Radial Fracture Rehabilitation.Cureus · 2022Review
- Wearable Immersive Virtual Reality Device for Promoting Physical Activity in Parkinson's Disease Patients.Sensors (Basel, Switzerland) · 2022Article
- Emerging Limb Rehabilitation Therapy After Post-stroke Motor Recovery.Frontiers in aging neuroscience · 2022Review
- Combining physical and virtual worlds for motor-cognitive training interventions: Position paper with guidelines on technology classification in movement-related research.Frontiers in psychology · 2022Review
- How many trials are needed in kinematic analysis of reach-to-grasp?-A study of the drinking task in persons with stroke and non-disabled controls.Journal of neuroengineering and rehabilitation · 2021Article
- Procedural Learning through Action Observation: Preliminary Evidence from Virtual Gardening Activity in Intellectual Disability.Brain sciences · 2021Article
- Training Using a Commercial Immersive Virtual Reality System on Hand-Eye Coordination and Reaction Time in Young Musicians: A Pilot Study.International journal of environmental research and public health · 2021Article
- Virtual Reality in the Neurosciences: Current Practice and Future Directions.Frontiers in surgery · 2021Review
- Article
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 at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundRehabilitation is crucial for maximizing recovery after stroke. Rehabilitation activities that are fun and rewarding by themselves can be more effective than those who are not. Gamification with virtual reality (VR) exploits this principle. This single-case design study probes the potential for using commercial off-the-shelf, room-scale head-mounted virtual reality for upper extremity rehabilitation in individuals with chronic stroke, the insights of which can inform further research.
methodsA heterogeneous volunteer sample of seven participants living with stroke were recruited through advertisement. A single-case design was employed with a 5-week baseline (A), followed by a 10-week intervention (B) and a 6-month follow-up. Upper extremity motor function was assessed with validated kinematic analysis of drinking task. Activity capacity was assessed with Action Research Arm Test, Box and Block Test and ABILHAND questionnaire. Assessments were done weekly and at follow-up. Playing games on a VR-system with head-mounted display (HTC Vive) was used as rehabilitation intervention. Approximately 300 games were screened and 6 tested. Visual analysis and Tau-U statistics were used to interpret the results.
resultsVisual analysis of trend, level shift and overlap as well as Tau-U statistics indicated improvement of Action Research Arm Test in six participants. Four of these had at least a moderate Tau-U score (0.50-0.92), in at least half of the assessed outcomes. These four participants trained a total of 361 to 935 min. Two out of four participants who were able to perform the drinking task, had the highest training dose (> 900 min) and showed also improvements in kinematics. The predominant game played was Beat Saber. No serious adverse effects related to the study were observed, one participant interrupted the intervention phase due to a fall at home.
conclusionsThis first study of combining commercial games, a commercial head-mounted VR, and commercial haptic hand controls, showed promising results for upper extremity rehabilitation in individuals with chronic stroke. By being affordable yet having high production values, as well as being an easily accessible off-the-shelf product, this variant of VR technology might facilitate widespread adaption. Insights garnered in this study can facilitate the execution of future studies. Trial registration The study was registered at researchweb.org (project number 262331, registered 2019-01-30, https://www.researchweb.org/is/vgr/project/262331 ) prior to participant enrolment.
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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.