ArticleJMIR serious games2021
Integration of Motor Learning Principles Into Virtual Reality Interventions for Individuals With Cerebral Palsy: Systematic Review.
Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 3 registered trials, which are not on this map. Cited by 42 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.
Developing Immersive Gamification Technology System (ImGTS) for Rehabilitation Management of Pediatric Patients With Cerebral Palsy and With Mobility Limitations (Phase 1 Trial)
Implementation of a HABIT-ILE Intervention at Home for Individuals With Chronic Stroke: a Non-inferiority Randomized Controlled Trial
Implementation of a HABIT-ILE at Home Intervention for Children With Bilateral Cerebral Palsy: a Non-inferiority Randomized Controlled Trial
Who cites it
42 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Effects of virtual reality interventions on motor skills in children and adolescents with intellectual disabilities: a systematic review and meta-analysis.Frontiers in psychiatry · 2026Pooled it
- Effect of virtual reality-based upper limb training on activity of daily living and quality of life among stroke survivors: a systematic review and meta-analysis.Journal of neuroengineering and rehabilitation · 2025Pooled it
- Effectiveness of virtual reality for functional disorders in cerebral palsy: an overview of systematic reviews and meta-analyses.Frontiers in neurology · 2025Pooled it
- Lessons learned while exploring the impact of movement-tracking feedback on the experiences of children with neuromotor disorders taking part in interactive home exercise programs: a multi-case mixed methods study.Journal of neuroengineering and rehabilitation · 2026Trial
- Trial
- Trial
- Feasibility of a home-based home videogaming intervention with a family-centered approach for children with cerebral palsy: a randomized multiple baseline single-case experimental design.Journal of neuroengineering and rehabilitation · 2024Trial
- Trial
- Immersive reality training for gross motor outcomes in children with Down syndrome.Pediatric research · 2026Article
- Effects of Virtual Reality-Based Intervention Combined With Conventional Therapy on Upper-Limb Function in Children With Hemiplegic Cerebral Palsy: Systematic Review and Meta-Analysis of Randomized Controlled Trials.JMIR serious games · 2026Review
- HABIT-ILE@home for Children With Bilateral Cerebral Palsy: Protocol for Noninferiority and Superiority Randomized Controlled Trials.JMIR research protocols · 2026Article
- Global Trends in Virtual Reality Research on Motor Rehabilitation from 2005 to 2025: A Bibliometric Analysis.Healthcare (Basel, Switzerland) · 2026Review
- Children's and young people's perspectives on extended reality in paediatric rehabilitation: A qualitative study.Developmental medicine and child neurology · 2026Article
- Review
- Association of corpus callosum and corticospinal tract microstructure with bimanual coordination in children with unilateral cerebral palsy.Experimental brain research · 2026Article
- Congruent sonification during practice impairs cue-reduced recall in a virtual reality rhythm-game task.Frontiers in psychology · 2026Article
- Preliminary Effects of Extended Reality-Based Rehabilitation on Gross Motor Function, Balance, and Psychosocial Health in Children with Cerebral Palsy.Bioengineering (Basel, Switzerland) · 2025Article
- Article
- MovementVR: An open-source tool for the study of motor control and learning in virtual reality.ArXiv · 2025Article
- Evaluation of a Game-Based Mechatronic Device for Rehabilitation of Hand-Arm Function in Children With Cerebral Palsy: Feasibility Randomized Controlled Trial.JMIR rehabilitation and assistive technologies · 2025Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundIncreasing evidence supports the use of virtual reality systems to improve upper limb motor functions in individuals with cerebral palsy. While virtual reality offers the possibility to include key components to promote motor learning, it remains unclear if and how motor learning principles are incorporated into the development of rehabilitation interventions using virtual reality.
objectiveThe objective of this study was to determine the extent to which motor learning principles are integrated into virtual reality interventions targeting upper limb function in individuals with cerebral palsy.
methodsA systematic review was conducted according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. The search was performed in 10 databases using a combination of keywords related to cerebral palsy, virtual reality, video games, and rehabilitation. Studies were divided into 2 categories: commercial video game platforms and devices and custom virtual reality systems. Study quality was assessed using the modified Downs and Black checklist.
resultsThe initial search yielded 1497 publications. A total of 26 studies from 30 publications were included, with most studies classified as "fair" according to the modified Downs and Black checklist. The majority of studies provided enhanced feedback and variable practice and used functionally relevant and motivating virtual tasks. The dosage varied greatly (total training time ranged from 300 to 3360 minutes), with only 6 studies reporting the number of movement repetitions per session. The difficulty progression and the assessment of skills retention and transfer were poorly incorporated, especially for the commercial video games.
conclusionsMotor learning principles should be better integrated into the development of future virtual reality systems for optimal upper limb motor recovery in individuals with cerebral palsy.
trial registrationPROSPERO International Prospective Register of Systematic Reviews CRD42020151982; https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42020151982.
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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.