ArticleFrontiers in aging neuroscience2021
Experiences of Stroke Survivors and Clinicians With a Fully Immersive Virtual Reality Treadmill Exergame for Stroke Rehabilitation: A Qualitative Pilot Study.
Article in Frontiers in aging neuroscience, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 19 papers, 4 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
19 citing papers in PubMed, 4 syntheses or guidelines pooled it, 50 citations in OpenAlex.
- Patient-centered insights into virtual reality rehabilitation for stroke: a systematic review and qualitative meta-synthesis.Journal of neuroengineering and rehabilitation · 2025Pooled it
- Virtual reality-based rehabilitation experience of stroke survivors: a meta-synthesis of qualitative studies.Frontiers in public health · 2025Pooled it
- The impact of Exergames on emotional experience: a systematic review.Frontiers in public health · 2023Pooled it
- The effect of balance and gait training on specific balance abilities of survivors with stroke: a systematic review and network meta-analysis.Frontiers in neurology · 2023Pooled it
- Performing a shortened version of the Action Research Arm Test in immersive virtual reality to assess post-stroke upper limb activity.Journal of neuroengineering and rehabilitation · 2022Trial
- Older Adults' Experiences of Commercial Virtual Reality for Stroke Rehabilitation: A Mixed-Methods Study.Medicina (Kaunas, Lithuania) · 2026Article
- Challenges and Benefits of Virtual Reality in Home-Based Poststroke Rehabilitation: Co-Design Qualitative Study.JMIR human factors · 2026Article
- Feasibility and Usability of an Omnidirectional Treadmill-Based Virtual Reality Rehabilitation Game: A Mixed-Methods Feasibility Study.Physical therapy · 2025Article
- Design and Validation of PACTUS 2.0: Usability for Neurological Patients, Seniors and Caregivers.Sensors (Basel, Switzerland) · 2025Article
- Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality-Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study.JMIR serious games · 2025Article
- Virtual reality in stroke recovery: a meta-review of systematic reviews.Bioelectronic medicine · 2024Review
- Behavior Change Approaches in Digital Technology-Based Physical Rehabilitation Interventions Following Stroke: Scoping Review.Journal of medical Internet research · 2024Article
- The "FitBrain" program: implementing exergaming & dual-task exercise programs in outpatient clinical settings.Frontiers in sports and active living · 2024Article
- The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review.JMIR serious games · 2023Article
- Virtual reality-enhanced walking in people post-stroke: effect of optic flow speed and level of immersion on the gait biomechanics.Journal of neuroengineering and rehabilitation · 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
- Immersion Therapy with Head-Mounted Display for Rehabilitation of the Upper Limb after Stroke-Review.Sensors (Basel, Switzerland) · 2022Review
- Article
- Virtual treadmill technology (C-mill) in gait rehabilitation after stroke: A qualitative interview study.Journal of rehabilitation and assistive technologies engineeringArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors at 2 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Use of VR-games is considered a promising treatment approach in stroke rehabilitation. However, there is little knowledge on the use and expectations of patients and health professionals regarding the use of treadmill walking in a fully immersive virtual environment as a rehabilitation tool for gait training for stroke survivors. The objectives of the current study were to determine whether stroke survivors can use fully immersive VR utilizing modern HMDs while walking on a treadmill without adverse effects, and to investigate the experiences of stroke survivors and clinicians after testing with focus on acceptability and potential utilization in rehabilitation. A qualitative research design with semi-structured interviews was used to collect data. Five stroke survivors and five clinicians participated in the study and tested a custom-made VR-game on the treadmill before participating in individual semi-structured interview. Data were analyzed through thematic analysis. The analysis of the interview data identified two main categories: (1)
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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.