ArticleFrontiers in human neuroscience2022
Immersive Technology for Cognitive-Motor Training in Parkinson's Disease.
Article in Frontiers in human neuroscience, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers, 3 of them syntheses that pooled it.
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.
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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
11 citing papers in PubMed, 3 syntheses or guidelines pooled it, 18 citations in OpenAlex.
- The effect of combined motor and cognitive rehabilitation on motor performance in Parkinson's disease: a systematic review and meta-analysis.Journal of rehabilitation medicine · 2026Pooled it
- The Effects of Digital Health Interventions on Motor Symptoms, Nonmotor Symptoms, and Quality of Life in Patients With Parkinson Disease: Systematic Review and Meta-Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2026Pooled it
- [Effects on cognitive processes of dual-task training in people with Parkinson's disease: a systematic review].Revista de neurologia · 2024Pooled it
- Effects of immersive gamification technology on the physical function of people with Parkinson's disease: a scoping review.Journal of neural transmission (Vienna, Austria : 1996) · 2026Review
- Gamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review.JMIR serious games · 2025Review
- Soft Robotics for Parkinson's Disease Supported by Functional Materials and Artificial Intelligence.BME frontiers · 2025Review
- Precision intervention of virtual reality training for balance and gait in Parkinson's disease: a dose-response meta-analysis.Frontiers in neurology · 2025Review
- A Review of Recent Advances in Cognitive-Motor Dual-Tasking for Parkinson's Disease Rehabilitation.Sensors (Basel, Switzerland) · 2024Review
- Effectiveness of Technological Interventions for Older Adults With Parkinson Disease: Systematic Review.JMIR serious games · 2024Review
- Clinical trials for cognition in Parkinson's disease: Where are we and how can we do better?Parkinsonism & related disorders · 2023Review
- Advancing rehabilitation in Parkinson's disease through virtual reality: a narrative review.Frontiers in neurologyReview
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 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Methods: In this single-blinded randomized-controlled pilot study, an immersive treadmill training was piloted to determine feasibility and preliminary efficacy on gait and cognition in people with PD. Eighteen participants with Hoehn and Yahr stages I-III PD were randomized to either an intervention or a waitlist control group. Following baseline data collection, the intervention group trained for 30 min, three times/week for 4 weeks on a split belt treadmill combined with a first-person immersive video game targeting visuospatial skills and working memory. Assessment was repeated after 4 weeks of training for the experimental group and 1-month after baseline for the control group. Primary motor outcomes were captured with the APDM Opal sensors during 6 MWT, TUG, and TUG Cognitive. Secondary outcomes of cognition were measured with the Montreal Cognitive Assessment (MoCA), Verbal Fluency (Fruit, Vegetable, and Animal) and the Symbol Digit Modality Test (SDMT). Within subject differences were calculated using the Wilcoxon Signed Ranked Test and between subject comparisons were analyzed using the Mann Whitney Results: This novel treadmill training program was well-tolerated with all participants in the intervention group completing 4 weeks of training three times a week without any adverse effects. After immersive cognitive motor training, the experimental group made clinically relevant improvements in gait speed and walking distance during the 6 MWT while members of the control group showed no change or decreased gait speed and walking distance over the 1-month trial. In addition, the experimental group demonstrated significant improvement for the TUG Cognitive ( Conclusion: The use of immersive gaming technology to engage specific areas of cognition related to gait is feasible in PD. The treadmill training program paired with a customized interactive video game improved walking velocity in addition to non-significant but consistent improvements in other gait measures and cognitive performance in participants with early to mid-stage PD.
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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.