ArticleEClinicalMedicine2022
Video game rehabilitation for outpatient stroke (VIGoROUS): A multi-site randomized controlled trial of in-home, self-managed, upper-extremity therapy.
Article in EClinicalMedicine, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT02631850 (Video Game Rehabilitation for Outpatient Stroke), which is not on this map. Cited by 24 papers, 2 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.
Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): A Multi-center Comparative Effectiveness Trial of In-home Gamified Constraint-induced Movement Therapy for Rehabilitation of Chronic Upper Extremity Hemiparesis.
Who cites it
24 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Global research hotspots and trends in constraint-induced movement therapy in rehabilitation over the past 30 years: a bibliometric and visualization study.Frontiers in neurology · 2024Pooled it
- Measured and Perceived Effects of Upper Limb Home-Based Exergaming Interventions on Activity after Stroke: A Systematic Review and Meta-Analysis.International journal of environmental research and public health · 2022Pooled it
- Effects of home-based virtual reality upper extremity rehabilitation in persons with chronic stroke: a randomized controlled trial.Journal of neuroengineering and rehabilitation · 2025Trial
- Review
- Remote Therapeutic Monitoring Enhances Adherence to a Home Exercise Program in Chronic Stroke.Healthcare (Basel, Switzerland) · 2026Article
- Home-Based Multimodal Exergame Prototype for Patients With Chronic Stroke: Cross-Sectional Content Validation and Prospective Single-Arm Feasibility Study.JMIR serious games · 2026Article
- Systematic Review and Meta-analysis of the Efficacy of Shorter Duration Modified Constraint-Induced Movement Therapy (mCIMT) Programs.Archives of rehabilitation research and clinical translation · 2026Review
- Gamified electromyographic biofeedback for people with tetraplegia from SCI is enjoyable, results in high-dosage therapy, increases muscle electrical activity, and may improve arm function, a pilot study.Journal of neuroengineering and rehabilitation · 2026Article
- Consensus-Driven Evaluation of Current Practices and Innovation Feasibility in Chronic Brain Injury Rehabilitation.Healthcare (Basel, Switzerland) · 2025Article
- Article
- Feasibility of Smartphone-Based Exercise Training Integrated with Functional Electrical Stimulation After Stroke (SETS): A Preliminary Study.Sensors (Basel, Switzerland) · 2025Article
- Interventions for Neural Plasticity in Stroke Recovery.Archives of internal medicine research · 2025Article
- Gamified Practice Improves Paretic Arm Motor Behavior in Individuals With Stroke.Neurorehabilitation and neural repair · 2024Article
- Video Game-Based Trunk Exercises for Rehabilitation in Chronic Stroke Survivors: A Mixed-Methods Feasibility Study.Sensors (Basel, Switzerland) · 2024Article
- Behavior Change Approaches in Digital Technology-Based Physical Rehabilitation Interventions Following Stroke: Scoping Review.Journal of medical Internet research · 2024Article
- Dose Response to Upper Extremity Stroke Rehabilitation Varies by Individual: Early Indicators of Treatment Response.Stroke · 2024Observational
- The use of home-based digital technology to support post-stroke upper limb rehabilitation: A scoping review.Clinical rehabilitation · 2024Article
- The Role and Importance of Using Sensor-Based Devices in Medical Rehabilitation: A Literature Review on the New Therapeutic Approaches.Sensors (Basel, Switzerland) · 2023Review
- Progress in the clinical application of constraint-induced therapy following stroke since 2014.Frontiers in neurology · 2023Review
- An Exploration of the Effectiveness of Different Intensity Protocols of Modified Constraint-Induced Therapy in Stroke: A Systematic Review.Rehabilitation research and practice · 2023Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
13 authors.
Funding
Abstract
backgroundIntegrating behavioral intervention into motor rehabilitation is essential for improving paretic arm use in daily life. Demands on therapist time limit adoption of behavioral programs like Constraint-Induced Movement (CI) therapy, however. Self-managed motor practice could free therapist time for behavioral intervention, but there remains insufficient evidence of efficacy for a self-management approach.
methodsThis completed, parallel, five-site, pragmatic, single-blind trial established the comparative effectiveness of using in-home gaming self-management as a vehicle to redirect valuable therapist time towards behavioral intervention. Community-dwelling adults with post-stroke (>6 months) mild/moderate upper extremity hemiparesis were randomized to receive one of 4 different interventions over a 3-week period: 5 h of behaviorally-focused intervention plus gaming self-management (Self-Gaming), the same with additional behaviorally-focused telerehabilitation (Tele-Gaming), 5 h of Traditional motor-focused rehabilitation, or 35 h of CI therapy. Primary outcomes assessed everyday arm use (Motor Activity Log Quality of Movement, MAL) and motor speed/function (Wolf Motor Function Test, WMFT) immediately before treatment, immediately after treatment, and 6 months later. Intent-to-treat analyses were implemented with linear mixed-effects models on data gathered from March 15, 2016 to November 21, 2019. ClinicalTrials.gov, NCT02631850.
resultsOf 193 enrolled participants, 167 began treatment and were analyzed, 150 (90%) completed treatment, and 115 (69%) completed follow-up. Tele-Gaming and Self-Gaming produced clinically meaningful MAL gains that were 1·0 points (95% CI 0·8 to 1·3) and 0·8 points (95% CI 0·5 to 1·0) larger than Traditional care, respectively. Self-Gaming was less effective than CI therapy (-0·4 points, 95% CI -0·6 to -0·2), whereas Tele-Gaming was not (-0·2 points, 95% CI -0·4 to 0·1). Six-month retention of MAL gains across all groups was 57%. All had similar clinically-meaningful WMFT gains; six-month retention of WMFT gains was 92%.
interpretationSelf-managed motor-gaming with behavioral telehealth visits has outcomes similar to in-clinic CI therapy. It addresses most access barriers, requiring just one-fifth as much therapist time that is redirected towards behavioral interventions that enhance the paretic arm's involvement in daily life.
fundingPCORI, NIH.
Identifiers
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.